About this mod
A drum-fed full-automatic handheld miniature missile launcher. Plus craftable missiles.
- Permissions and credits
Ever wonder why anyone would ever be carrying a full-size anti tank missile launcher when there are no tanks anywhere to be seen?
I did. thats why I made this thing.
my thought behind it is this. the toughest armour around is man-scale powered armour. These are small enough and relatively agile compared to armoured vehicles, so anti-tank rockets (which you'd need to use to reliably kill them) are innaccurate and too unwieldy to bring to bear on these soldiers. the solution? smaller, more efficient missiles from a more portable weapon.
so here we have an assault rifle styled missile launcher.
its drum-fed, with 12 shots to a drum. don't ask about the mechanisms involved in moving the missiles from the drum to the tubes, it must be insane and I'm not going to speculate. what you need to know is that its fast and effective. with a cyclic rate of fire of the entire clip in under two seconds.
each missile has the blast radius of the 25 mm grenades, possibly more firepower (I forget! it was a while ago, so sue me) and is craftable at a reloading bench once you pick up the appropriate note. the note is provided with the weapon.
Ingredients:
Two standard missiles
One Scrap Metal
One Scrap Electronics.
produces a full clip of twelve mini missiles.
I figure those parts are rare enough that ammunition will be limited somewhat. but if you want to, you can find those parts in abundance if you know where to look.
Where to find it:
The weapon, the ammunition recipe, and 34 mini missiles can be found on a table in the work-area at the Nellis Mess-hall and munitions dump. near the area with the workbenches and reloading benches.
a picture is provided.
for those who either really don't want to wait till they get to nellis...you need the additem codes. keep in mind that within the Geck entries there are four seperate versions of this gun, only one of which actually has a mesh provided. so the usual technique of using xx000add won't work here. for your edification, here:
Gun- xx00137d
Recipe note - xx001661
Ammunition - xx000ae0
where xx is the position in your loadorder.
################UPDATE###############
Many thanks to Vikstra3 who took the time to convert this mod to Russian. if you prefer a mod in russian, you can grab it from this alternate link:
http://modgames.net/_ld/55/5570_MinimissileLaun.rar
thanks Vik.
############Update V4.2##############
Added in Four new ammo types, plus misc tweaks to various aspects of the gun. it no longer masses a ridiculous amount.
The current ammunition type lineup is as follows:
High Explosive - the standard missiles from before, some minor tweaks to their damage to compensate for changes made on behalf of other ammo types. no real change. slightly decreased weight.
Incendiary - large fire-blast which ignites enemies and should not be used at close range.
Lightweight - same as HE, but less accurate (not much less, but its on the stats.) and faster moving. as well as, naturally, about 1/3rd of the weight.
EMP - obviously destructive to robots and power armour particularly. more or less useless against normal targets.
Silver Bullet - a chunk of lead with a rocket motor. extreme velocity round which punches through the heaviest armour like it's paper. substantially heavier than HE missiles. still not quite as heavy as a regular missile.
essentially a more powerful gauss rifle shot. slightly godmodded. :P this round doesn't have any substantial blast radius. it'll kill a target if you shoot at their feet, but it won't likely hurt anyone nearby.
the recipes have been added to the same note as the original mod provided. I mean why not? XD
this way you guys who have already got the older mod don't have to trek back to nellis to pick up the other recipes.
there's also a description of the ammo types on said note if you haven't already read what I just wrote above.
give me your feedback and V4.3 may tweak things a bit, I'm still playing with some of the stats, but I'm happy enough to release.
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Installation:
as always, copy the Data directory provided into your Fallout New Vegas main directory.
Overwrite anything it complains about.
Tick the Tickbox in your Mod manager and start the game.
Uninstallation:
remove the files. its as easy as that. but if you want to be really safe about it, untick the tickbox in the manager first, load the game and see that everything is working fine. save. then delete all the files related to the mod.
the only files should be the ESP and the weapon mesh.
Credits:
Myself - for the concept, backing ideas, implementation, testing and so on.
Blender team
Nifskope team
Fallout New Vegas team
you! for being awesome and encouraging and giving me a reason to do this stuff. seriously, you guys are the best community I'm part of, hands down. plus, every time I release a mod, the comments give me a major ego boost :P
Further thoughts:
if you like my work, endorse it, drop me a PM saying how much you like it, send me your mod requests, give me suggestions...anything really. I like feedback a lot. if you -really- like it, give it your File of the Month vote. its kinda my ambition to get a mod on FotM.
Other Mods you might like:
* A Vault for Two - a well thought out lore-friendly small vault with loads of useful and convienient features -not- situated in goodsprings!
* Archimedes One - Multitarget Laser Satellite - if like me you were greatly disappointed by the Archimedes 2/Euclid's C-finder weapon, you might like this alternative weapon. massively more pyrotechnics and fun. -doesn't- need a 24 hour wait before it'll fire.
* "Got Wood?" - Well have you?...its a .308 caliber assault rifle for those people with the difficulty ramped up to unreasonable levels.
what's not to like?