Cargo Hold trash chute with live cows

⭐ — (12 endorsements) 📥 124 downloads 📌 v1 📅 9/12/2018
⚪ Last updated 2018

By me3hecn9h · Gameplay Effects and Changes

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 9/12/2018 📅 Created: 9/12/2018

🔍 Analysis

  • 🏆 #218 of 396 Gameplay Effects and Changes mods in this game by downloads

📋 About This Mod

Changes the Mothership Zeta Cargo Hold's trash chute so that REAL LIVE COWS will fall and die before your very eyes! (Yao Guai too!)

This is a pretty damn useless mod but I wanted to try it out just to see if I could do it and what the result would look like.

  • []The scripts of the Cargo Hold trash chute on Mothership Zeta spawn LIVING (but unconscious) Brahmin and Yao Guai!

    []The existing Push Marker has been raised and scripted to give these pals a shove in the right direction...down! (see bugs)

    []Electrocution triggers affect objects and creatures. Zzzap!

    []Brahmin and Yao Guai have enough health to be hurt and then killed!

    []Lower zpos check on the four specially tracked items (shopping cart, baby carriage and two types of tire) so that they will fade further away into the distance before they despawn!

    This mod makes no changes beyond these exciting tweaks. Created in GECK and cleaned in FO3Edit.

    (If you happen to be locked out of the Cargo Hold and want to cheat your way in to play with this, "coc DLC05CargoHold".)

    Bugs:

    • []Brahmin frequently get stuck. This is actually a pretty big bug and I'm interested in ideas to fix it. I cranked the PushActorAway all the way up to 150 and it doesn't help. Despite being unconscious I frequently see a Brahmin standing on air in the upper chute, noisily ruminating and clogging the chute. SetRestrained fares no better... I suspect the fix needs to be to the creatures or associated data.

      []Unconscious creatures appear very dark, much darker than their corpses (can be observed when they die within the clog due to collisions).

      []Would be nice to stop the four special items from despawning when the player enters the (second) electrocution trigger, to mirror the existing behavior of disabling the normal despawn trigger at the bottom. These special items are scripted differently apparently because their collision types don't activate trigger zones, something beyond my skill level to fix alone.

    • I attempted setting objectDamage to detonate grenades and such that are thrown down, but it doesn't seem to have any effect. It's the same method other electrocution activators Zeta has uses, so I assume those are equally nonfunctional.

      Please report bugs and suggest fixes and I'll happily give you credit!

      Requirements: Mothership Zeta DLC

📊 Mod Details

Game
Fallout3 Mods
Author
me3hecn9h
Version
1
Downloads
124
Endorsements
12
Category
Gameplay Effects and Changes
Created
9/12/2018
Updated
9/12/2018

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