Davy Crockett Portable Nuclear Device
38.269
130
38.269
130
I'm presenting you Davy Crockett, the portable nuke. Replaces fireworks launcher. If you know how to change length of explosion particles animation, let me know.
Installation:
1. Go to "update\update.rpf\data\effects" and replace "explosionfx.dat"
2. Go to "x64w.rpf\dlcpacks\mpindependence\dlc.rpf\common\data" and replace "explosion.meta"
Installation:
1. Go to "update\update.rpf\data\effects" and replace "explosionfx.dat"
2. Go to "x64w.rpf\dlcpacks\mpindependence\dlc.rpf\common\data" and replace "explosion.meta"
Først uploadet: 17. maj 2015
Sidst opdateret: 17. maj 2015
Last Downloaded: 3 hours ago
65 Kommentarer
I'm presenting you Davy Crockett, the portable nuke. Replaces fireworks launcher. If you know how to change length of explosion particles animation, let me know.
Installation:
1. Go to "update\update.rpf\data\effects" and replace "explosionfx.dat"
2. Go to "x64w.rpf\dlcpacks\mpindependence\dlc.rpf\common\data" and replace "explosion.meta"
Installation:
1. Go to "update\update.rpf\data\effects" and replace "explosionfx.dat"
2. Go to "x64w.rpf\dlcpacks\mpindependence\dlc.rpf\common\data" and replace "explosion.meta"
Først uploadet: 17. maj 2015
Sidst opdateret: 17. maj 2015
Last Downloaded: 3 hours ago
And I do not go through how to install this mode.
Great mod, but you should add a readme with the information on where the files go. When I installed the mod I had to come back to this site for the location to put them.
when i go and find update.rpf or really any file in RPF format its just a picture of a white sheet i cant go into it or anything?
You could make it where 3-4 explosions go in rapid succession after firing one missile to make the explosion last longer and bigger.
i installed the mod but how do i find a crockett launcher
Where can i click to dislike this mod?
Excelente mod! pero aun tienes unos bugs, pero no importa! Muy buen trabajo amigo :) Saludos
I use OpenIV to do this, when I get into the update.rpf file, there is no data folder, so I go into common folder, then data, then effects, and replace explosions.rpf, and replace the other one perfectly fine, and when I open GTA V, I get a message, with the title being 'ERR_GEN_INVALID', saying 'Corrupt game data. Please reboot or reinstall the game.', and when I put the backups in, I get the same message.
@Bone34 can u make it little longer?
is the compatible with nuke railgun?
Guys...please tell me why after i install this mod, everything went well...until i realize my grenades no longer explode, my railgun dont give any effects...and both my rpg and homing L explode like the nuke launcher...help me pleasee....
I can't find explosionfx.dat because update\update.rpf\data\effects doesn't exist.
work online too?
update\update.rpf 까지 풀더경로가잇지만 그다음에 data라는 풀더가 없다
설명에서 빠진부분이잇는데 큰 폭발을일으키는 확장자가dat인 파일은 풀더경로가:updata/updata.rpf/common/data/effects입니다 updata에서 바로 data라는풀더가아니고 만들어서하는것도아닌 common/data/effects에서 적용시키는거입니다
Awesome Mod
would be amazing if someone make the explosion like Crysis 1 Nuke mod
Seems broken as of rn, the nuclear weapon does work but it also changes some other things such as the homing missile noise and the laser missile noise also makes normal rockets nuclear as well.
welp frick
i cracked the fookin' game then it turned out that i dont have mpindependenceday
so i only did the one file and fooked da WHOLE fookin' game
i mean, i dont blame you but im pissed cause i had downloaded a shit-ton of games wich i spent hours for, the game is 30gb
depression
Extract the normal explosion.meta file then copy the values from the modded explosion.meta to the normal one like this, and yes the biggest values that are almost in 64 bit integers do work luckily:
<CExplosionInfoManager>
<aExplosionTagData>
<Item>
<name>EXP_TAG_FIREWORK</name>
<damageAtCentre value="9223372036854775804.000000" />
<damageAtEdge value="9223372036854775804.000000" />
<networkPlayerModifier value="2.000000" />
<networkPedModifier value="2.000000" />
<endRadius value="9223372036854775804.000000" />
<initSpeed value="9223372036854775804.000000" />
<decayFactor value="-1.000000" />
<forceFactor value="12345.000000" />
<fRagdollForceModifier value="1.003000" />
<fSelfForceModifier value="4.000000" />
<directedWidth value="0.000000" />
<directedLifeTime value="-1.000000" />
<camShakeName>GAMEPLAY_EXPLOSION_SHAKE</camShakeName>
<camShake value="0.300000" />
<camShakeRollOffScaling value="1.000000" />
<shockingEventVisualRangeOverride value="-1.000000" />
<shockingEventAudioRangeOverride value="-1.000000" />
<minorExplosion value="false" />
<vfxTagHashName>EXP_VFXTAG_FIREWORK</vfxTagHashName>
<fragDamage value="10000.000000" />
<bAppliesContinuousDamage value="false" />
<bPostProcessCollisionsWithNoForce value="true" />
<bDamageVehicles value="true" />
<bDamageObjects value="true" />
<bOnlyAffectsLivePeds value="false" />
<bIgnoreExplodingEntity value="true" />
<bNoOcclusion value="false" />
<explodeAttachEntityWhenFinished value="true" />
<bCanSetPedOnFire value="false" />
<bSuppressCrime value="true" />
<bUseDistanceDamageCalc value="true" />
</Item>
</aExplosionTagData>
</CExplosionInfoManager>
Yes you may use this, it works very well and its also very fun