*UPDATED* *UPDATED AGAIN* Name: EpF Centaur Spit-Bomb Grenade Version: 0.3 Date: 25/02/2009 Category: Weapons Author(s): EpF Source: http://www.fallout3nexus.com/downloads/file.php?id=4364 Description =========== *Now updated with an optional MMM version* *Also updated with community-compatible workbench functionality, courtesy of Highsight* The Centaur Spit-Bomb is a craftable grenade that will shower your enemies in a searing, radioactive jelly! Location ======== I'm not to fond of mod-descriptions which tell you where to find things; there is a separate locations readme if you want to check that out... Once you've crafted the grenade, it shows up in you inventory as 'Spit-Bomb', not 'Centaur Spit-Bomb Grenade'. I thought the former was neater. Details ======= This mod adds a new 'Death Item' to Centaurs which, in combination with 3 other elements easily found in the game, will allow you to create your very own Spit-Bombs! The mod includes a custom grenade model (just a retex of the Nuka-Grendade), with specially selected visual and audio effects. The explosion from the grenade does not have much force or damage, but has a generous radius and the gelatinous debris does lasting damage. Requirements ============ Requires some form of Archive Invalidation. I'm just going to recommend 'ArchiveInvalidation Invalidated', which you can find here: http://www.fallout3nexus.com/downloads/file.php?id=944 This version requires Highsight's CRAFT mod. It's a mod which changes the workbench interaction to a Dialogue-type menu, which allows the addition of schematics without overriding other mods that add schematics - brilliant! You can find it here: http://www.fallout3nexus.com/downloads/file.php?id=4447 Install ======= Download and install Highsight's CRAFT mod. Follow his/her instructions regarding the installation of that mod. I should point out that the only files you need from that mod are: CRAFT.esm CRAFT - Workbench Replacement.esp For my mod: 1. Extract the files to a temporary location. 2. Copy the contents of the 'Data' folder to (install folder)\Fallout 3\Data\ 3. Start Fallout 3 Launcher, click 'Data Files', place a checkmark beside *ONLY ONE* of the following 2 .esp's: EpFspitBomb.esp - standard version EpFspitBombMMM.esp - use with Mart's Mutant Mod. This is not an addon; it's a replacement for the standard version, so use it instead of the standard version if you're using MMM. You can also use FOMM to organise your mod-loading. I recommend it. Uninstall ========= 1. Start Fallout 3 Launcher and click Data Files, or start FOMM 2. Uncheck the EpFspitBomb.esp file. 2. Delete the files/folders associated with the mod. Upgrade ======= This is the third version. It includes an optional version for use with Mart's Mutant Mod. It has been changed to require Highsight's CRAFT workbench mod (See 'Requirements' section for details). When making this change I noticed that a script was using an outdated DeathItem ID, which I reckon must have caused some kind of weirdness, though there were no comments on Nexus or the Bethesda forums to that effect. That should be fixed now, and I'm sorry if you had any problems with the previous version. PLEASE take the time to return to either the Nexus site or the Bethesda topic and point out any problems - I have no desire to waste people's time, and I keep an eye on those pages regularly. I will fix anything that is broken. Another glitch in the previous version was that, if you didn't have the correct items in your inventory, the failure message was swapping the count for Centaur Bile Ducts and Cherry Bombs. That is also now fixed. Incompatibility =============== Previous incompatibility with mods that add Schematics to the game is now conditionally fixed. The conditions are that you use Highsight's CRAFT mod and that the other mods you use, which add Schematics, also use it. I know that this is a bit of a commitment, and I that I'm placing my bet on this horse very early in the race, but it's a fairly elegant solution. I have faith in the community to arrive at consensus on these types of things, and if something else emerges as the front-runner, I'll update this to match. PLEASE notify me if you come across any mod you think is a better solution! This mod modifies the Centaur creature, and so it will conflict with any mod that also modifies the Centaur. An obvious one is Mart's Mutant Mod. I have included an MMM version because I'm guessing that a lot of people will be using MMM ;). It is still likely that other mods which change the Centaur will conflict with this one (as well as MMM). As far as load-order is concerned, I believe that best practice is to put mods that add weapons, armour, etc. and not much else, late in your load-order. If you put anything after this mod which modifies the Workbench or Centaurs, this probably won't work. As previously stated, this now *requires* Highsight's CRAFT mod. At best, if you activate this mod and *don't* have CRAFT installed, you won't have the option to create the Spit-Bomb. Let me know if you have a different crafting mod solution, and I will see about making changes to this one. Known Issues or Bugs ==================== For some reason, one of the visual effects is sometimes very bright. I don't know what causes it; maybe something to do with sunlight/shadow. It's not game- or immersion- breaking. *Fixed: Any problems caused by incorrectly named centaur DeathItem in scripts. *Fixed: Swapping of Centaur Bile Duct and Cherry Bombs counts in creation-failure message. History ======= 0.1 25/02/2009 - Initial Release 0.2 26/02/2009 - MMM option added. Increased chance to find Centaur death item from 35% to 95% 0.3 28/02/2009 - Dependence on Highsight's CRAFT mod added. Script corrected to reference correct Centaur DeathItem problem. Swapping of Centaur Bile Duct and Cherry Bomb fixed. Contact ======= You can find me on the official Elder Scrolls forums as 'EpF' You can find me on TESNexus as 'EpF' Credits ======= Thanks to Bethesda for creating Fallout 3 Thanks to Fallout3Nexus.com for the a one-stop-shop resource for authors and players. Thanks to LHammonds for the Readme Generator this file was based on. Thanks to Martigen for helping with making it compatible with his great Mutant Mod. Thanks to Highsight for the CRAFT mod which fixes a big problem with adding Schematics to the game. And BIG thanks to all the modders whose cool work I have enjoyed with Fallout 3 (and Oblivion)! Tools Used ========== 7-Zip - http://www.7-zip.org/ NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope Fallout 3 Mod Manager - http://www.fallout3nexus.com/downloads/file.php?id=640 FO3Edit - http://www.fallout3nexus.com/downloads/file.php?id=637 The G.E.C.K - http://static.bethsoft.com/fo3/geck.zip Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp Licensing/Legal =============== You can do whatever you want with this mod but all I ask in return is that you give me credit if you distribute any part of this mod. I would also like to know what mods are including my work.