File information

Last updated

Original upload

Created by

CrEaToXx

Uploaded by

CrEaToXx

Virus scan

Safe to use

Tags for this mod

About this mod

Makes a bunch of world objects useable by the player, including new weapons, an interactive music player, scouting tools, new forms of explosives, a flamethrower, and an interactable communicator. You can also yield various resources from world objects to create stuff on the industrial workbnech...

Requirements
Permissions and credits
Changelogs
Useable World Objects
I'm aware of CK and the latest update. but I do not actively play nor do I mod the game. I can't tell when I'll be back. Until then you are free to update the plugin of any of my mods to how you see fit. No need to ask or credit. I'll be around eventually!


What this?

Spoiler:  
Show


A Mod to make a couple of world objects useable by the player. For now this adds: a Binocular with nightvision, high magnification, and target marking. A Spyglass with less but still magnificent magnification with a vintage zoom overlay. A Hammer, a Pool Cue, a Pipe Wrench and a Frying Pan as blunt weapons, with mediocre damage, and ranging staggering effects. Two new forms of explosives: the Wilby Grenade(frag/flame hybrid) and Molotov Cocktails. A Falme Thrower made from a Extinguisher, Solvent, and a Pressure Tank. Last but not least you get a wearable music player "Walkman" to choose from 10 tracks already in game, like the Neon Disco music, some Classical, Country and Pop, as well as the Crimson Death Metal run in many bars across the settled systems.

How was it done?

This mod is free of any base game edits, and will hopefully stay in future versions. If edits have to be made a secondary patch will be provided.

Most of the custom models are mash ups from existing stuff in game. That's also true for the wepaon setups and customizations. There were some boundaries due to reflection locks, but nothing that couldn't be circumvented with legal creativity.

However, while everything is fully functional and has appeasing presence most of the time, some things can only berefined with a future Creation Engine tool, like for example the sound of the Frying Pan, or the explosive particle effect on the Wilby Grenade.

How does it work?

Easy. Approach any of the supported misc clutter world objects to get a second menu option. The object will then be "converted" into the new item. Here'S a full list of things you need to know:

1. Blunt Hammer: no prerequsites...made from one variant of Hammer's only!
2. Frying Pan: no prerequsites
3. Queue: no prerequsites
4. Pipe Wrench: no prerequsites
5. Cutthroat Knife: no prerequsites
6. Flamethrower: you'll need a Mag Pressure Tank, 3 Solvent, 1 Benzene and 1 Lithium in your inventory when trying to convert the Fire Extinguisher
7. Wilby Grenade: you'll need 1 Solvent, and a Frag Grenade in your inventory to convert Wilby into an explosive. All Wilby variants are accepted
8. Molotov Cocktail: you'll need 1 Solvent, and a Dish Rag in your inventory. There are two variants of Dish Rag's that are accepted. Go figure!
9. Adhesive and Polymer from Vacuum Tape: you'll need 1 Solvent and a vial in your inventory. Most Misc Object Vial's should be valid and are name tagged
10. Copper and Polymer: you'll need either Cutting Pliers or a Bolt Cutter in your inventory to get Copper and Polymer from Wire Spools
11. Binoculars&Spyglass: no prerequsites. Limited availability for Spyglasses
12. Walkman:  no prerequsites but limited availability
13. Utility Deck: no prerequisites but limited availability
14. Elder Scroll: no prerequisites...only one available
15. Ship Repair Kit: Titanium(3), Zero Wire(2), Adaptive Frame(2), Impact Driver, Screwdriver(both variants), Pliers, Wrenches(both variants), Vice Grip, Hydraulic Clamp

For the Ship Reapir Kit there are two recipes making use of both variants of impact drivers. For the Flamethrower a Canteen or Steel Bottle are also valid, as well as harvesting fuel from gas canisters.

Careful on owned objects(defined by red color with StarUI). If you convert them and you're are not the owner, a steal alarm will be send just as with any other object that is owned by someone elese but the player.

How do all the items work?

All items act like regular items of their form type do. The melee weapons have their standard attacks, as well as the charged attack and bashing enabled. Some weapons are more useful bashing then others, and some weapons are generally useless when used out of context. Special context list:

1. Blunt Hammer: relatively high damage, very high stagger, fairly quite, lowered reach
2. Frying Pan: less damage than the Hammer, lower stagger, very loud, somewhat higher reach
3. Queue: less damage then all above, normal stagger, normal sound, above average reach
4. Pipe Wrench: quite similar to the Hammer, but less silent, similar to Hammer reach
5. Molotov: Less damage than a standard Fire Grenade...cheap alternative
6. Wilby Grenade: Little bit less frag damage than a standard Grenade, but also does fire damage
7. Cutthroat Knife: almost 0 normal damage, but unleashes its power when sneaking undetected...has very low reach and is a one time use only weapon!
8. Flamethrower: Badass weapon in any regard. Best used close quarter. Has extra Oomph versus Aliens sensible to fire
9. Binocular/Spyglass: Use regular zoom like any ranged weapon and will reveal info on an actor when "fired"
10. Walkman: Activate in your inventory to change songs on the menu popup
11. Utility Deck: Activate in inventory to get interactive options
12. Canisters: Activate canisters to yield fuel for the Firestarter. You will need either a Mag Pressure Tank, a Steel Bottle or a Canteen to fill up with fuel

If you drop the Firestarter to the ground, it will be considered "empty" to prevent cheating ammo. Fuel for the Firestarter is only produced when you convert the Extinguisher. However, every unit of ammo will be stored in your inventory like any regular ammo. So if you collect a lot of extinguishers and invest resources, you will get a lot of fire fun.

The Utility Deck's Vasco option will check if you have a Homeship, and if Vasco is a crew member of your current homeship.

How to install?

Drag&Drop for Mod Managers. Make sure to grab the Plugin.txt installer. The plugin titles are:

CIM_CrEaToXxItemMod.esm
CIM_LabelPatch.esm


For manual install: you are capable enough to know what you need to do. Don't forget the asterisk(*) and the file extention (.esm) in the Plugin.txt. Count the days CK is released. Soon we don't need that anymore.

The mod is archieved, so no loose files from here on for any of the mods I make.

Planing on expanding?

I've got plenty of options available. Scalpels, a Zitar like instrument, Laptops, Cameras, at least three objects that could act as new energy weapons. Leave some feedback if you have ideas.

Are there any bugs?

Yes, the Binocular and Spyglass animations/model do not really act like weapons in idle stance. The choice of animations is limited in that regard. Also, the Walkman object isn't visible on your body for the moment, but I'm working on that.

The menu icons are plagued by the same limitation, as are some of the particle and sound effects.

In the Video you've got that crazy Hammer running rampage?

That's a super secret Doom weapon. Console it if you must:

Player.Additem xx00088A

I want to report a bug!

Use the comment section.