Nuclear Mines

⭐ — (29 endorsements) 📥 957 downloads 📌 v0.55 📅 12/27/2008
⚪ Last updated 2008

By rnorris · Weapons

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 12/28/2008 📅 Created: 12/27/2008
⚠️ Install Order · 2 steps
1🛠️ FOSE — Fallout Script Extender Download ↗
2🔧 UFO3P — Unofficial Fallout 3 Patch Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 3.0% endorsement rate — high engagement, a strong quality signal
  • 🏆 #309 of 418 Weapons mods in this game by downloads

📋 About This Mod

Adds two new mines to the game: the nuka mine and the nuclear mine. Schematics can be bought from Moira Brown in Megaton.

I felt that the game was missing a nuclear mine. This mod adds two new mines to the game: A nuclear mine that can be built with the following parts: As my semester has now started, this project is taking back burner in favor of my classwork. Wonderglue Lunchbox Sensor Module Mini Nuke A Nuka mine that can be built with the following parts: Lunchbox Sensor Module Abraxo Cleaner Turpentine Nuka Cola Quantum A preview of the Nuclar Mine can be seen on Youtube: http://www.youtube.com/watch?v=BNSVLTY-eY8 Preview of Nuka mine coming soon. The Nuclear Mine uses the fat man explosion, the Nuka Mine is the mine equivalent of the Nuka Grenade. The Nuka Mine is intended as a halfway point in firepower between the Plasma Mine and the Nuclear Mine, since the Nuclear Mine is overkill in many cases where a Plasma Mine is not sufficient. This mod will most likely be incompatible with any other workbench mod (I\'m looking for a workaround on that.) The mine and its schematic have the same model and texture as the bottlecap mine/schematic. The schematics can be bought from Moira Brown in Megaton, or if you don\'t feel like buying it, the code for the Nuclear Mine schematic is 0100EA6, the Nuclear Mine is 01001551, the Nuka Mine schematic is 010036A4, and the Nuka Mine is 0100369D. Other notes: - I do take suggestions, so if you have something you\'d like to see in this mod, by all means let me know. - I have one workaround for the workbench incompatibility, but it involves creating a separate workbench. However, this seems to me like a temporary fix. By making a separate workbench, I would be doing what a good modder does and leave no room for incompatibility with another mod that modifies the workbench script. However, this poses a problem: where do I put the workbench that I make? I can easily put it in the megaton/tenpenny house, but this might collide with other things that other modders put there, so I would want to avoid that. I can make another house with this workbench in it (I can easily add all of the main workbench functionality to the new one), but then that workbench is only in one location, so it\'s somewhat inconvenient for players. I can go with a portable workbench that a player can carry with them, but that seems to be a bit unrealistic, and is inconsistent with the game style (maybe a mini-workbench on a folding table would seem a bit better.) The only \"good\" option that I can think of is to make a modular workbench script that any modder can use, but I haven\'t figured out how to do that yet. I think that in the next revision or two I\'ll make a new store that has a modified workbench in it. I want all of you to let me know what you think about these options, since I\'m as much making this mod for you as I am for me. Future Plans: - Create a new NPC and store somewhere in the wasteland that carries a modified workbench and sells components and a variety of explosives. This serves both

📊 Mod Details

Game
Fallout 3 Mods
Author
rnorris
Version
0.55
Downloads
957
Endorsements
29
Category
Weapons
Created
12/27/2008
Updated
12/28/2008

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