[Release] Explosive Entry - Breach locks with explosives

Lap

First time out of the vault
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Explosive Entry 1.5
By: Lap
l_a_p@hotmail.com
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Explosive Entry allows you to bust inside almost any container or door using explosives. This is considered to NOT be a cheat mod and it is balanced to the best of my abilities using your explosives skill, luck stat, and ranks of the "Demolition Expert" perk. Based on your explosive skill you will be able to use a wider variety of ammunition and weapons to break a lock. A player with poor explosive skills may need a mininuke to open a tough lock that a master of explosives could do with a frag grenade or two. Depending on the game settings there is also a chance of the timer malfunctioning or the explosive destroying items inside a container.

Beware of the following when deciding to use explosives to breach a lock:

-Explosions are the opposite of a stealthy act. Expect to alert any nearby NPC's to your actions.
-Explosives may destroy the contents of container so think carefully about what strength of explosive you need. Using a mininuke on a safe will likely destroy the contents. This can include items you may need to complete quests.
-The timers on explosives can malfunction and go off earlier or later than desired.

Your explosive skill, luck and rank in the "Demolition Expert" perk, will also determine your effectiveness at using explosives.

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Download
=======
http://www.fallout3nexus.com/downloads/file.php?id=2917

or

http://planetfallout.gamespy.com/mods/101/Explosive-Entry

============
Instructions
============

This feature is activated anytime you attempt to open a locked object. You will be given the option to breach the lock if you have any of the necessary explosives listed below in order of weakest to strongest:

-Frag Grenade
-Frag Mine
-Rocket
-Plasma Grenade
-Plasma Mine
-Bottlecap Mine
-Nuka Grenade
-Mininuke

The stronger the explosive, the greater your chances to blow the lock (though options with absolutely no chance of working aren't even shown). Stronger explosives are also more likely to destroy the contents of containers.

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Configuration
=============

This mod can be set to many different levels of realism depending on your personal preference. When the mod is first loaded with a character it will automatically ask your for your preferences. However, you can always manually change these settings at any time. To change any setting, open the console with the ` key and type "set variable to X" where "variable" is a setting listed below and "X" is 0 or 1 (1 indicates that this feature is ON).

ExplosiveEntryExplosiveFail
ExplosiveEntryTimerFail
ExplosiveEntryDestroyItems

ExplosiveEntryCombatPenalty is a modifier that determines the penalty on all checks while in combat. Default is 0.25 (25 percent).

Another global you can set is ExplosiveEntryDifficulty, which will simply increase your chances by this modifier. 1 is the default. Using 1.4 would give you a 40% bonus, while using 0.3 would give you a 70% penalty.

============
Mechanics
============
The calculations are based on these components:

1. Random chance
2. Explosive skill
3. Strength of explosive used
4. Luck stat
5. Lock strength
6. Rank of Demolition expert (approximately 5% total bonus per level)
7. Whether or not you are in combat (25% penalty to breaching in combat)

Explosive skill and strength are the most important in most of the calculations.

==================
Additional Credits
==================
Qzilla of the elderscrolls.com forums for answering many questions regarding the feeble scripting language of Fallout 3.
JoystickMonkey aka Jesse Tucker of Bethesda for answering questions of the forums.

==================
Legal Stuff
==================
If you would like to incorporate this mod into a pack or modify it please email me for permission. I've denied maybe one in fifty requests to modify my mods over the years, but I really just want to know what's being done with my work. Besides, it's common courtesy.

You are not allowed to sell or profit from this work.


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Release Notes
=================
1.5-You may now place up to five explosives at a time. Rig a whole shop up with explosives for a quick smash and grab.
-Each realism setting can now be independently set.
-Totally redid the formula for determining when timers malfunction. There should be much less facial exploding.
-Changed "Nuclear Grenade" to Nuka Grenade.
-Added some clarifying text.
-Fixed any of the weirdness that came with using more than one explosive at a time.
-Fixed an exploit that allowed players to gain exp on already blown/picked locks.
-Fixed the realism menu setting realism to easier levels than selected.
-Removed potential for savegame bloat after longterm use.
-Player controls disabled for a fraction of a second to prevent errors from spam using.
-Weapon is put away on breaching locks (may have it disabled for a few seconds if there is demand for more realism).
-User configurable penalty for being in combat.
-Removed some left over unused junk.
1.4-Reinstated the actual use of ammo and grenades that I left out from 1.1 when I was debugging...doh
-Minor tweaks on successes based on feedback.
1.3-Fixed a bug that caused timers to go twice as fast.
1.2-Fixed a timer issue I introduced in 1.1.
1.1-Made scrap metal spawn if the explosive destroyed the contents of a container
-Fixed a calculation bug that was making things a bit too easy
-Slightly changed how perk bonuses were applied
-Added a global difficulty modifier
1.0 Initial release
 
I'm going to add it on the list of Fallout 3 Mods I'm going to use in my next game. Finally, explosives skill is useful! I miss Dynamite and other explosives, though.
 
I've released version 1.1 mainly to fix a calculation error that was making things way too easy, but I also added two new small features. I added scrap metal being spawned when you blow the contents of a container. Also, if you find the locks too hard or too easy you can manually set a new global difficulty modifier "ExplosiveEntryDifficulty" to whatever you like, in addition to the realism settings.

For the less than fifteen people who downloaded 1.1 I fixed some timer issues with that version. 1.3 is up now.
 
How does this work? Is there a dialogue box that comes up or is it just by tossing a grenade etc at the door?
 
And another feature that could have been there from the beginning instead of house decorations and had been included in the original games despite "technical limitations" is thus given to us!

Gggggggooooooooooddddddd jjjjjjjjjjooobbbbbbbb
 
good idea but i figure using such..big explosives is kinda stupid

i mean if u use a frag grenade sure..but a mininuke would blow up the safes contents ;p
 
Silencer said:
And another feature that could have been there from the beginning instead of house decorations and had been included in the original games despite "technical limitations" is thus given to us!

Gggggggooooooooooddddddd jjjjjjjjjjooobbbbbbbb

You read my mind, sir. Downloading now. :ok:
 
F3 needs a Remote detonator and timed detonator. It would work wonders for traps and demolitions.
 
Necro- said:
good idea but i figure using such..big explosives is kinda stupid

i mean if u use a frag grenade sure..but a mininuke would blow up the safes contents ;p

Which it usually does.
 
I'd really just rather it be deleted since I patch often enough that it's a huge pain for me to update. Then I get emails about people complaining of bugs that have already been fixed elsewhere.

Download links are at:

http://www.fallout3nexus.com/downloads/file.php?id=2917

or

http://planetfallout.gamespy.com/mods/101/Explosive-Entry


I had them up in the initial post, but when updating versions I just copy pasted the update without putting back the locations. Let me fix that.

I just released 1.4 which has some minor tweaks to the success formulas based on user feedback. More importantly it fixes the problem of not deducting you explosives, which was due to me removing them during the last few hotfixes to better debug.
 
Thanks, I will update our file section. I trust you keep the version at the Nexus most recent?
 
Silencer said:
And another feature that could have been there from the beginning instead of house decorations and had been included in the original games despite "technical limitations" is thus given to us!

Gggggggooooooooooddddddd jjjjjjjjjjooobbbbbbbb

heh. i was thinking the exact same thing.


cheers to the modders, as per usual. :clap:
 
Great mod Lap, I'll try it out asap. :clap:

I had the same idea when finishing the G.O.A.T., but my modding skills are way too basic.. :|
 
1.5-You may now place up to five explosives at a time. Rig a whole shop up with explosives for a quick smash and grab.
-Each realism setting can now be independently set.
-Totally redid the formula for determining when timers malfunction. There should be much less facial exploding.
-Changed "Nuclear Grenade" to Nuka Grenade.
-Added some clarifying text.
-Fixed any of the weirdness that came with using more than one explosive at a time.
-Fixed an exploit that allowed players to gain exp on already blown/picked locks.
-Fixed the realism menu setting realism to easier levels than selected.
-Removed potential for savegame bloat after long term use.
-Player controls disabled for a fraction of a second to prevent errors from spam using.
-Weapon is put away on breaching locks (may have it disabled for a few seconds if there is demand for more realism).
-User configurable penalty for setting explosives in combat.
-Removed some left over unused junk.
 
Nuka grenade? A mine a would more realistic(easier to adapt to for blowing a lock ,tho real world results may vary LOL), also dose this work on doors?
 
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