[RELZ] Dire Contraptions

Post » Mon Jul 12, 2010 11:08 pm

http://www.newvegasnexus.com/downloads/file.php?id=40416

by

Imp of the Perverse




Description
____________


This adds craftable weapons to the Mojave - three grenades, a dart rifle, dart pistol, and thirteen electromagnetic microflechette ammo types ranging from potent neurotoxins to exotic viruses to classic tranquilizer darts. Future updates will probably contain the scripted energy weapons I created for the Fallout 3 version of Powered Power Armor. For the time being, crafting the items does not require schematics.


Cluster Grenades: This one should put a smile on the face of former Team Fortress Classic players. Boom... boom-boom-boom-boom-boom. 'Nuf said.

Requirements: 40 Explosives
Frag Grenade x 3
Scrap Metal x 1
Yield: 1 Grenade


Cazador in a Can: Cazador egg + duct tape + jet = fun.

Requirements: 50 Survival
Cazador Egg x 1
Duct Tape x 1
Jet x 1
Yield: 1 Grenade


Virulent Biogrenade: Created after a brief Dragon Age binge, this genade infects its targets with a virus that gradually depletes their health for about 30 seconds. Any target that dies while infected will explode infecting those around it. Friendly fire possible.

Requirements: 50 Science
Bloatfly Meat x 1
Prickly Pear Fruit x 1
Shot Glass x 1
Tin Can x 1
Dynamite x 1
Yield: 1 Grenade


Plague Rat: Prefer to keep the biohazards at a safe distance? The Plague Rat fires a whole host of electromagnetic microflechette ammo types, everything from potent neurotoxins to mood altering chemicals to classic tranquilizer darts. The night vision scope keeps the nasty stuff at scoped range rather than a stone's throw away.

Requirements: 40 Repair
Varmint Rifle x 1
Scrap Electronics x 1
Varmint Rifle Night Scope x 1
Yield: 1 Dart Rifle


Mosquito: For those secret agent moments, a compact, silenced dart pistol. Perfect holdout weapon, and fires the same collection of flechettes available to the Plague Rat.

Requirements: 40 Repair
Silenced .22 Pistol x 1
Scrap Electronics x 1
Yield: 1 Dart Pistol


Virulent EM Microflechettes: Electromagenetic microflechettes infected with the same awesome bug carried by the Virulent Biogrenade.

Requirements: 50 Science
Bloatfly Meat x 1
Prickly Pear Fruit x 1
Small Energy Cell x 3
Case, 5.56mm x 12
Yield: 12 Darts


Neurotoxin EM Microflechettes: Electromagenetic microflechettes coated in potent neurotoxin - causes 20 damage per second for 3 seconds.

Requirements: 50 Science
Cazador Poison Gland x 1
Prickly Pear Fruit x 1
Small Energy Cell x 3
Case, 5.56mm x 12
Yield: 12 Darts


Paralytic EM Microflechettes: Electromagenetic microflechettes coated in a paralytic compound. Paralyzes targets for 8 seconds.

Requirements: 50 Science
Turbo x 1
Sugar Bombs x 1
Prickly Pear Fruit x 1
Small Energy Cell x 3
Case, 5.56mm x 12
Yield: 12 Darts


Localized Necrosis EM Microflechettes: Electromagenetic microflechettes saturated with a potent hemotoxin. Destroys tissue near the impact point, crippling any limb hit.

Requirements: 50 Science
Bark Scorpion Poison Gland x 1
Ultrajet x 1
Prickly Pear Fruit x 1
Small Energy Cell x 3
Case, 5.56mm x 12
Yield: 12 Darts


Tranquilizer EM Microflechettes: What you've been waiting for. Electromagenetic microflechettes that will put hostile targets to sleep for 10 seconds, and non-alerted targets for 45 seconds.

Requirements: 50 Science
Morphine x 4
Mantis Foreleg x 1
Prickly Pear Fruit x 1
Small Energy Cell x 3
Case, 5.56mm x 12
Yield: 12 Darts


Trojan Horse EM Microflechettes: The only Electromagenetic microflechettes effective against robotic targets, these darts deliver a suite of cyberwarfare viruses. Effects include temporary deactivation, frenzied behavior, and outright meltdown. Will also cripple power armor. Chance of success is dependent upon the player's Science skill.

Requirements: 50 Science
Scrap Electronics x 1
Sensor Module x 3
.22 LR Round x 12
Small Energy Cell x 12
Case, 5.56mm x 12
Yield: 12 Darts


Apathy EM Microflechettes: Electromagenetic microflechettes coated with a mild tranquilizer and amnesiac agent. Will calm hostile targets for a short time.

Requirements: 50 Science
Morphine x 2
Broc Flower x 3
Prickly Pear Fruit x 1
Small Energy Cell x 3
Case, 5.56mm x 12
Yield: 12 Darts


Frenzy EM Microflechettes: Electromagenetic microflechettes coated with the distilled hellspawn of jet and psycho. Sends targets into a blind rage, attacking anything in sight.

Requirements: 50 Science
Psycho x 3
Jet x 3
Prickly Pear Fruit x 1
Small Energy Cell x 3
Case, 5.56mm x 12
Yield: 12 Darts


Mother Darkness EM Microflechettes: Electromagenetic microflechettes coated with the craftable poison Mother Darkness.

Requirements: 50 Science
Mother Darkness Poison x 3
Prickly Pear Fruit x 1
Small Energy Cell x 3
Case, 5.56mm x 12
Yield: 12 Darts


Bleak Venom EM Microflechettes: Electromagenetic microflechettes coated with the craftable poison Bleak Venom.

Requirements: 50 Science
Bleak Venom x 3
Prickly Pear Fruit x 1
Small Energy Cell x 3
Case, 5.56mm x 12
Yield: 12 Darts


Silver Sting EM Microflechettes: Electromagenetic microflechettes coated with the craftable poison Silver Sting.

Requirements: 50 Science
Silver Sting x 3
Prickly Pear Fruit x 1
Small Energy Cell x 3
Case, 5.56mm x 12
Yield: 12 Darts


Tremble EM Microflechettes: Electromagenetic microflechettes coated with the craftable poison Tremble.

Requirements: 50 Science
Tremble x 3
Prickly Pear Fruit x 1
Small Energy Cell x 3
Case, 5.56mm x 12
Yield: 12 Darts


Scorpion Grease Poison EM Microflechettes: Electromagenetic microflechettes infected with a pyrotechnic derivative of radscorpion venom.

Requirements: 50 Science
Radscorpion Poison Gland x 3
Mole Rat Meat x 1
Prickly Pear Fruit x 1
Small Energy Cell x 3
Case, 5.56mm x 12
Yield: 12 Darts




Installation
______________


Requires NVSE.


Load order is not particularly important.
User avatar
Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

Post » Mon Jul 12, 2010 8:43 pm

An obvious answer for another ammo type would be virus flechettes that download a sabotage virus into robotic enemies. Same effect as the virulent flechettes, but on robots.
User avatar
No Name
 
Posts: 3456
Joined: Mon Dec 03, 2007 2:30 am

Post » Mon Jul 12, 2010 4:19 pm

dang! i was just thinking up something like the cazador in a can for my survival mod (but with bloatflies, not quite so deadly :D) and was about to ask in the GECK forum how i would go about doing that. Now i can just look at what you did and totally rip you off :D :bolt:
User avatar
Camden Unglesbee
 
Posts: 3467
Joined: Wed Aug 15, 2007 8:30 am

Post » Mon Jul 12, 2010 7:52 pm

A few more ammo types:
  • flechettes with the different craftable poisons (Silver Sting, Bleak Venom, Mother Darkness, Tremble)
  • stun flechette that puts the target to sleep without hurting it
  • frenzying flechette, the target starts attacking everybody in sight, friend or foe (like shooting an ant's antennas or a robot's inhibitor)
  • shock flechette, delivers an electric discharge (some use for fission batteries?)
  • crippling flechettes (now where could that idea come from? :D)

User avatar
Ann Church
 
Posts: 3450
Joined: Sat Jul 29, 2006 7:41 pm

Post » Mon Jul 12, 2010 4:10 pm

Sounds like some fun new weapons, thanks for sharing!
User avatar
abi
 
Posts: 3405
Joined: Sat Nov 11, 2006 7:17 am

Post » Mon Jul 12, 2010 3:14 pm

@Aloyse, The Lone Badger

I figured out how to make new flechette types right after posting that first release. I've got two working now - neurotoxin (20 damage for 3 seconds) and paralytic (paralyze target for 6 seconds, provided their health was below 150). I'll definitely be adding more, and those are good suggestions. It's pretty fun though - you can hit a target with a virulent flechette, then follow it up right away with two or three doses of neurotoxin and watch them go boom. I'll have to figure out a way to keep the target from becoming hostile, that'll open up a ton of possibilities.

@Norbingel

Feel free, its a lot easier than you'd think. You can specify a "Placed Impact Object" when you create a new explosion type - it can be anything, including creatures. I haven't checked, but I'm guessing its what Tarrant used to hatch his baby deathclaw.
User avatar
Carys
 
Posts: 3369
Joined: Wed Aug 23, 2006 11:15 pm

Post » Mon Jul 12, 2010 6:33 pm

Sounds neat. I really like the idea of a cazador in a can. is it hostile to everyone? I just got to thinking that would be a really nasty weapon in the hands of npcs.
User avatar
Ashley Hill
 
Posts: 3516
Joined: Tue Jul 04, 2006 5:27 am

Post » Mon Jul 12, 2010 7:20 pm

Caz in a can!
User avatar
KIng James
 
Posts: 3499
Joined: Wed Sep 26, 2007 2:54 pm

Post » Mon Jul 12, 2010 7:13 pm

Awesome.

One small issue, the biogrenade recipe has the microflechettes as output :)
User avatar
D LOpez
 
Posts: 3434
Joined: Sat Aug 25, 2007 12:30 pm

Post » Tue Jul 13, 2010 4:03 am

@cordsnwires
Woops, thanks for the heads up. I'm working on new ammo types for the Plague Rat right now (just finished up "Localized Necrosis" darts - they cripple whatever limb they hit.) Once I've exhausted the suggestions and my own imagination, I'll post an update.

@Mavkiel

The creature that's created is in the player faction. From what I've seen, NCR friendlies will attack it, so its best not to pop one in a populated area. Also, its just a newborn cazador (on jet) - 1/4 scale, with reduced damage and health. Still poisonous though, it'll definitely kill stuff. It has a basic follow package, so any canned cazadors that survive the fight will continue to follow you as disposable companions.
User avatar
Brooks Hardison
 
Posts: 3410
Joined: Fri Sep 07, 2007 3:14 am

Post » Tue Jul 13, 2010 6:45 am

Just released update 1.1. It adds a silenced dart pistol and 12 new ammo types, including tranquilizer darts and something that works about like the dart gun from Fallout 3.
User avatar
Lucy
 
Posts: 3362
Joined: Sun Sep 10, 2006 4:55 am

Post » Mon Jul 12, 2010 8:33 pm

@Norbingel

Feel free, its a lot easier than you'd think. You can specify a "Placed Impact Object" when you create a new explosion type - it can be anything, including creatures. I haven't checked, but I'm guessing its what Tarrant used to hatch his baby deathclaw.

thanks Imp. i'll have a bit of a way to go before i can do most of the things im planning to make survival less underwhelming. know how to make a grenade with a "goo-like" or organic looking explosion, one that makes the "sandstorm" or smokebomb effect? i wanted to make grenades/mines that covers enemies in goo (ant nectar?) and slows their movement, dustcloud/sandstorm/smokescreen that makes them more likely to miss. so that close in fighters have a better chance against gun weilders.

EDIT: and one that, when thrown at an enemy, makes nearby critters attack him.
User avatar
FLYBOYLEAK
 
Posts: 3440
Joined: Tue Oct 30, 2007 6:41 am

Post » Tue Jul 13, 2010 8:21 am

I'd have to play around with it. The goo grenades could probably be handled with an effect shader. If the explosion art scales with the explosion radius, there are some explosions you could probably reuse for the smoke grenade. The effect they apply would be easy, just damage perception, guns, and energy weapons skills. As for the angry critter grenade (sort of like the pheromone grenade from Half Life 2) maybe an explosion within an explosion - the inner explosion picks the target, the outer one makes critters attack it via a call to startcombat.

'Course you're gonna have to beat me to it :evil:
User avatar
suzan
 
Posts: 3329
Joined: Mon Jul 17, 2006 5:32 pm

Post » Tue Jul 13, 2010 1:58 am

I'd have to play around with it. The goo grenades could probably be handled with an effect shader. If the explosion art scales with the explosion radius, there are some explosions you could probably reuse for the smoke grenade. The effect they apply would be easy, just damage perception, guns, and energy weapons skills. As for the angry critter grenade (sort of like the pheromone grenade from Half Life 2) maybe an explosion within an explosion - the inner explosion picks the target, the outer one makes critters attack it via a call to startcombat.

'Course you're gonna have to beat me to it :evil:


In the next version can you add the new grenades to the grenadeslist? Makes it easier to bash so i can use them in project nevada.

Great job and thanks!
User avatar
Dale Johnson
 
Posts: 3352
Joined: Fri Aug 10, 2007 5:24 am

Post » Mon Jul 12, 2010 7:43 pm

Sure. I added the Mosquito to the holdout weapons list, but wasn't aware of the grenades list.
User avatar
:)Colleenn
 
Posts: 3461
Joined: Thu Aug 31, 2006 9:03 am

Post » Mon Jul 12, 2010 11:30 pm

'Course you're gonna have to beat me to it :evil:

Not much chance of that happening lol. RL barely allows me to play, much more learn to do more than tweak numbers in the geck and some simple scripting, I'll leave the weapon stuff to you and just point people to Dire Contraptions. :)

EDIT: another idea: meat lure that will attract nearby appropriate creatures. use: sneak close to a hostile camp, place at one end, wait for lured critters to start chaos, sneak into camp. or join the chaos.
User avatar
Sarah Bishop
 
Posts: 3387
Joined: Wed Oct 04, 2006 9:59 pm

Post » Mon Jul 12, 2010 9:55 pm

I think for the meat lure to be really effective, it'd have to use placeatme to create new instances of the creatures, chosen at random. I'm not 100% sure how to do that without them getting stuck in world geometry - maybe spawn them up in the air and let them drop?
User avatar
laila hassan
 
Posts: 3476
Joined: Mon Oct 09, 2006 2:53 pm

Post » Tue Jul 13, 2010 1:23 am

wouldnt it be difficult to spawn appropriate creatures though? and if you use it near other critters who wont respond, that'd break the immersion. the meat lure seems more of a bother than its worth then.

Another idea: while walking thru the desert i noticed what seemed to be an insect swarm or just buzzing flies (looked like small bloatflies to me). didnt give it much thought at first but later i thought they could also be used to throw at enemies with a chance of causing them to panic and flee the swarm.
User avatar
katie TWAVA
 
Posts: 3452
Joined: Tue Jul 04, 2006 3:32 am

Post » Mon Jul 12, 2010 6:19 pm

Reminds me of more Dragon Age stuff - stinging swarm. Wonder if performance would be totally FUBAR'd if I spawned a dozen miniature bloatflies or cazadors and had them all attack the same target. One problem would be that shrinking them down that much would mean they'd be flying a few inches above the ground. That could maybe be fixed with a model or skeleton edit.
User avatar
Neko Jenny
 
Posts: 3409
Joined: Thu Jun 22, 2006 4:29 am

Post » Tue Jul 13, 2010 3:38 am

you cant use the swarm thing i was talking about? wouldnt miniature bloatflies cause an issue with NPCs trying to shoot each individual insect and have a hard time hitting such small target?
User avatar
Mariana
 
Posts: 3426
Joined: Mon Jun 12, 2006 9:39 pm

Post » Mon Jul 12, 2010 9:32 pm

I'll check to see if I can find the swarm. I know I remember the sound, something that would play near corpses, but I can't remember seeing an actual cloud of insects.
User avatar
Katie Samuel
 
Posts: 3384
Joined: Tue Oct 10, 2006 5:20 am


Return to Fallout: New Vegas