Explosive Resource and Trap System

 Here’s a detailed structured breakdown expanding your Fallout 5 (or mod) concept of persistent explosive barrels and oil/gas mechanics:


🔥 Concept Overview: Explosive Resource and Trap System

Fallout 5 (or a mod expansion) could evolve the classic environmental hazard concept into a persistent, player-driven resource and trap system. Instead of disposable set-pieces, barrels, gas, and oil would become dynamic, craftable tools that integrate with survival, settlement defense, and ambush gameplay.


 1. Persistent Barrels & Environmental Objects

Core Mechanic:
Barrels placed by the player remain in the world until physically destroyed.

  • Stored in the cell save data similar to settlements and campsites.

  • Can be moved, linked to traps, or used to create barricades.

  • Physics persistence ensures they don’t vanish after cell reset (uses settlement persistence flag).

Types of Barrels:

Type Description Explosion Type
Oil Drum Common, low-yield Fire burst, lingering flames
Gas Barrel High volatility Fireball + pressure shockwave
Chemical Barrel Rare loot Toxic cloud + corrosion damage
Improvised Barrel Crafted from scrap Variable yield, lower durability

 2. Oil & Gas Resource Nodes

Discovery and Harvesting:

  • Found in abandoned refineries, junkyards, truck depots, pre-war factories, or buried storage bunkers.

  • Requires Survival, Repair, or Science skill to safely extract.

  • Oil and gas can be stored in canisters or barrels for later use.

Usage Options:

  • Crafting fuel for generators or vehicles (if introduced).

  • Creating Molotovs, flamethrower fuel, or traps.

  • Trading with settlements as a rare commodity.

  • Filling empty barrels to create custom explosive traps.


 3. Trap Integration System

Players can combine environmental barrels with existing traps to create layered ambushes:

  • Tripwire + Barrel: Chain reaction explosions.

  • Pressure Plate + Gas Leak: Ignition triggers a room-wide firestorm.

  • Timed Fuse + Remote Detonator: Perfect for ambushing raiders or mutant patrols.

  • EMP Fuse + Chemical Barrel: Adds hybrid options for robotic enemies.

Barrels could also link to the Power Grid in settlements:

  • Controlled detonation via terminals.

  • Used for base defense events.

  • AI settlers can recognize them as hazard zones.


 4. Crafting & Modification

Players can craft or modify barrels through a Workbench: Explosives Station.
Modules:

  • Fuse Duration Mod (short / long delay).

  • Pressure Sensitivity Mod (burst sooner or later).

  • Stabilizer Mod (reduce accidental detonation).

  • Chemical Blend Mod (mix fire + toxic effects).


 5. Environmental Interaction & Persistence Rules

Persistence Design:

  • Each placed barrel is tied to the player’s world state registry, similar to power armor storage or settlement items.

  • Only destroyed barrels are removed from memory.

  • If a barrel is pushed away (by explosion or physics), its new location is re-saved.

Scenery Reset Exception:

  • The engine flags these barrels as player-owned persistent objects so they’re not cleared when wilderness cells reset after 30 days.


 6. Strategic & Immersive Gameplay Scenarios

  1. Ambush Roads: Line highways with hidden barrels for bandit convoys.

  2. Defend Settlements: Position barrels near chokepoints; ignite during raids.

  3. Minefields Upgrade: Replace mines with barrels for visible intimidation.

  4. Toxic Zones: Create denial zones using chemical barrels.

  5. Environmental Storytelling: Old battles leave half-buried, blackened barrels as relics.


 7. Lore Integration

  • Pre-War Company: Red Rocket Energy Division secretly sold fuel to both military and civilian sectors; leftover drums litter the Wasteland.

  • Post-War Factions:

    • Raider Engineers repurpose barrels for defense.

    • Minutemen 2.0 use controlled explosions for defense drills.

    • Vault X-21 experiments with chemically-infused barrels for area denial.


 8. Mod Implementation Notes

For Modders:

  • Use WorkshopObjectScript to maintain persistence.

  • Attach explosion triggers via DefaultExplosion template and condition scripts.

  • Create an ExplosionBarrelManager script that scans player-placed barrels each save cycle.

  • Optional MCM menu to adjust respawn rules and explosion radii.



 DESIGN DOCUMENT — “Explosive Persistence & Fuel Economy System”

I. CORE OBJECTIVE

Transform the static “explosive barrel” trope into a dynamic survival mechanic where barrels, oil, and gas form part of the player’s resource ecosystem, tactical combat design, and settlement defense architecture.

This system deepens immersion, rewards ingenuity, and reinforces Fallout’s themes of danger, improvisation, and industrial decay.


II. MECHANIC OVERVIEW

ElementDescriptionPersistentCraftableInteractable
Oil BarrelContains crude oil or residue. Burns long and dirty.
Gasoline BarrelVolatile; creates intense explosions.
Chemical BarrelProduces toxic clouds or corrosion damage.⚠️ Rare
Improvised BarrelMade from scrap + empty canister. Weak seal; unstable.
Clean Fuel DrumUsed for generator fuel or trading.

III. PERSISTENCE LOGIC

Goal: Ensure player-placed barrels survive cell resets, map transitions, and time progression.

Technical Implementation:

  • Each barrel uses a Persistent Reference ID when placed, like settlement objects.

  • Tagged with the keyword WorkshopKeep or a custom keyword Barrel_Persistent.

  • The script BarrelPersistenceScript.psc runs on cell load to repopulate barrel states.

Scriptname BarrelPersistenceScript extends ObjectReference Event OnCellLoad() if !Self.IsDestroyed() Self.SetMotionType(Motion_Keyframed, True) Self.Enable() else Self.Disable() endif EndEvent

Data Management:

  • A global variable Player_Barrel_Count limits active barrels (e.g., max 200 world barrels).

  • Destroyed barrels automatically decrement count and remove persistence record.


IV. ENVIRONMENTAL REACTIVITY

Barrels dynamically interact with world physics, weather, and fire spread systems.

Trigger SourceEffect
Ballistic ImpactMinor spark chance; cumulative damage over time.
Energy WeaponHigher ignition rate; chain reactions more likely.
Melee AttackMinimal damage unless using flaming/mechanical weapons.
Weather Exposure (Acid Rain/Heat)Accelerates deterioration; risk of spontaneous ignition.
Nearby ExplosionsChain detonations with realistic blast physics.

V. FUEL & OIL ECONOMY

A. Harvesting

  • Oil Wells: Scattered micro-sites with pump rigs; interact to gather “Raw Oil.”

  • Abandoned Vehicles: Siphon “Residual Fuel” using a crafted Fuel Hose Kit.

  • Refinery Zones: Provide bulk resources; defended by Raiders, Mutants, or robots.

B. Refinement System

At any Fuel Refinery Bench, players can convert:

Raw Oil → Refined Oil → Clean Fuel

C. Usage

  1. Craft Explosive Barrels

  2. Power Generators or Turrets

  3. Trade Commodity

  4. Settlement Infrastructure (fuel-based lighting, heaters, vehicles)


VI. TRAP SYSTEM INTEGRATION

A. Trap Crafting Table Upgrades

Unlock Explosives Engineering II perk to access new recipes:

Trap TypeRequired ItemsOutput
Tripwire Barrel TrapOil Barrel + Wire + Trigger MechanismDelayed explosion
Remote Detonator BarrelGas Barrel + Sensor Module + Circuit BoardManual trigger
Pressure Plate Mine BarrelImprovised Barrel + Gear + PlateHeavy trigger only
Toxic TrapChemical Barrel + Gas Mask FilterArea denial

B. Environmental Linking System

Players can link traps via proximity detection or power grid logic:

  • Up to 4 traps in a network.

  • Each link increases risk of chain explosions.

  • Controlled via Terminal UI with options like Timed Detonate, Proximity Arm, Manual Trigger.


VII. NPC & FACTION AI REACTIONS

AI Upgrades:

  • NPCs recognize barrels as hazards.

  • Raiders may kick barrels toward the player in combat.

  • Companions with high Intelligence warn: “Careful — those barrels are primed to blow.”

  • Settlers can relocate barrels during defense preparation.

Faction Use Examples:

  • Raider Engineers: Rig traps near choke points.

  • Brotherhood Scouts: Use Clean Fuel Barrels for supply convoys.

  • Vault X-21 Scientists: Mix compounds for experimental chemical traps.


VIII. VISUAL & AUDIO FEEDBACK

🔊 Sound Design

  • Subtle hissing before ignition.

  • Deep thudding explosion followed by crackling fire.

  • Variants per material type (oil = low rumble; gas = sharp detonation; chemical = sizzling release).

🎨 Visual Details

  • Oil Barrels: Thick black smoke.

  • Gasoline Barrels: Fireball plume.

  • Chemical Barrels: Green/yellow mist cloud.

  • Decals: Scorch marks, burn trails, melted ground.


IX. QUEST & EVENT HOOKS

1. “Fuel to the Fire” Quest

A trader discovers an untouched pre-war oil field. Choose to share, hoard, or sabotage it.
Branching Outcomes:

  • Raiders gain volatile weaponry.

  • Settlements gain renewable energy.

  • Mutant hordes ignite the entire field as a Wasteland hazard zone.

2. “Boomtown Blues” Event

A town built atop buried barrels starts to collapse as gas pockets ignite underground.


X. MOD COMPATIBILITY & PERFORMANCE

FeatureCompatibility Notes
Settlement ModsUses Workshop framework for persistence
Survival OverhaulsIntegrates with food/water/fuel tracking
Script-Heavy ModsLow memory footprint (event-driven, not loops)
Lighting/FX ModsBarrel fire supports dynamic light shaders

XI. FUTURE EXPANSIONS

  1. Flamethrower Integration: Barrels fuel custom-made flamethrowers.

  2. Wasteland Pipeline System: Player constructs rudimentary pipelines between settlements.

  3. Fuel Raider Faction DLC: A Mad Max-style raider group that controls oil wells.

  4. Radioactive Barrels: Contain glowing isotopes; detonation creates temporary radiation fields.


✅ Goal

  • Player-placed barrels persist (don’t disappear on cell reset) until destroyed.

  • Oil/Gas are harvestable resources used to craft explosive barrels.

  • Trap logic: tripwire/pressure/remote detonation; optional power-grid control.

  • NPC awareness (basic): companions warn; settlers/raiders react.


0) Project Setup (once)

  1. Create new plugin: ExplosivePersistence.esm/esp (ESL flagged if you prefer).

  2. File > Data > check “Enable Papyrus logging” (for debug phase).

  3. Gameplay > Papyrus Manager: add your script source folder if needed.


1) Core Forms (Constructible + Activators + Keywords)

1A. Keywords (Object Window > Miscellaneous > Keyword)

  • kwBarrelPersistent

  • kwBarrelExplosive_Oil

  • kwBarrelExplosive_Gas

  • kwBarrelExplosive_Chem

  • kwBarrelCrafted

  • kwBarrelTrapLinked (set by terminal or link item)

  • kwHarvestNode_Oil

  • kwHarvestNode_Fuel

1B. Explosion/Effect Templates (Magic Effect + Explosion)

Duplicate Bethesda templates and tweak magnitudes/radii:

  • Explosions

    • EXP_Barrel_Oil_LingeringFire (bigger flame duration, low impulse)

    • EXP_Barrel_Gas_Fireball (high damage, high impulse)

    • EXP_Barrel_Chem_Toxic (low blast, spawns hazard)

  • Hazard (for chemical cloud): HZ_ChemCloud_Medium (Damage Health + Poison keyword, 12–20s)

  • Impact Data Set: add soot/decals for oil version (optional cosmetics)

1C. Barrel Base (Static/Movable Static → Activator)

Create three new Activator base objects (duplicate BarrelExplosive01 or similar):

  • Act_Barrel_Oil_Persistent

    • Scripts: BarrelPersistenceScript, BarrelHealthScript

    • Explosion: EXP_Barrel_Oil_LingeringFire

    • Keywords: kwBarrelPersistent, kwBarrelExplosive_Oil

  • Act_Barrel_Gas_Persistent

    • Explosion: EXP_Barrel_Gas_Fireball, keywords kwBarrelExplosive_Gas

  • Act_Barrel_Chem_Persistent

    • Explosion: EXP_Barrel_Chem_Toxic, keywords kwBarrelExplosive_Chem

Tick Havok/Physics enabled, Enable Havok On Load, Initially Disabled (we’ll enable on placement).

1D. Misc Items / Components (Misc Item)

  • MI_RawOil

  • MI_RefinedOil

  • MI_CleanFuel

  • MI_EmptyDrum

  • MI_FuseShort, MI_FuseLong

  • MI_FuelHoseKit

  • MI_RemoteDetonator, MI_TriggerModule, MI_PressurePlateCore

1E. Constructible Objects (COBJ)

Workbench: Explosives Workbench (or Chemistry Station if you prefer)

  • COBJ_Craft_OilBarrel → creates Placeable Barrel Grenade/Tool (see 1F)

    • Req: MI_EmptyDrum + MI_RefinedOil + MI_FuseShort

  • COBJ_Craft_GasBarrelMI_EmptyDrum + MI_CleanFuel + MI_FuseShort

  • COBJ_Craft_ChemBarrelMI_EmptyDrum + (acid/chem loot) + MI_FuseLong

  • COBJ_Craft_FuelHoseKit → makes siphon kit

  • COBJ_Refine_RawOil_to_RefinedOil

  • COBJ_Refine_RefinedOil_to_CleanFuel

1F. Placeable Barrel “Tool” (Grenade-like Aid item)

FO4 doesn’t place activators from thin air by default via CO; easiest pattern:

  • Create Aid item Aid_PlaceOilBarrel (consumable) with script that spawns the Activator at crosshair or player front.

  • Duplicate per barrel type: Aid_PlaceGasBarrel, Aid_PlaceChemBarrel.


2) Placement Scripts (Papyrus)

2A. Place-Barrel Utility (new Quest or Utility script)

Create BarrelPlacementUtil.psc (attached to a hidden Quest Q_BarrelSystem that starts game enabled).

Scriptname BarrelPlacementUtil extends Quest Form Property BarrelOilActivator Auto Form Property BarrelGasActivator Auto Form Property BarrelChemActivator Auto Float Property ForwardOffset = 125.0 Auto Float Property HeightOffset = 0.0 Auto ObjectReference Function PlaceBarrelAtPlayer(Form barrelForm) Global Actor player = Game.GetPlayer() if player == None || barrelForm == None return None endif ; Calculate drop location in front of player Float px = player.GetPositionX() Float py = player.GetPositionY() Float pz = player.GetPositionZ() Float ang = player.GetAngleZ() Float dx = Math.Sin(ang) * ForwardOffset Float dy = Math.Cos(ang) * ForwardOffset ObjectReference barrelRef = (barrelForm as ObjectReference).PlaceAtMe(player, 1, True, True) if barrelRef barrelRef.SetPosition(px + dx, py + dy, pz + HeightOffset) barrelRef.SetAngle(0.0, 0.0, ang) barrelRef.EnableNoWait() endif return barrelRef EndFunction

Fill properties with Act_Barrel_*_Persistent in the CK.

2B. Aid Item Script (attach to each Aid_Place* item)

Aid_PlaceOilBarrel_Script.psc:

Scriptname Aid_PlaceOilBarrel_Script extends ObjectReference Quest Property Q_BarrelSystem Auto GlobalVariable Property GV_PlayerBarrelCount Auto Int Property MaxBarrels = 200 Auto Event OnEquipped(Actor akActor) if akActor != Game.GetPlayer() return endif if GV_PlayerBarrelCount && GV_PlayerBarrelCount.GetValue() as Int >= MaxBarrels Debug.Notification("Too many placed barrels. Dismantle some first.") return endif BarrelPlacementUtil util = Q_BarrelSystem as BarrelPlacementUtil ObjectReference newBarrel = util.PlaceBarrelAtPlayer(util.BarrelOilActivator) if newBarrel ; Consume one aid item akActor.RemoveItem(Self as Form, 1, True) if GV_PlayerBarrelCount GV_PlayerBarrelCount.SetValue( (GV_PlayerBarrelCount.GetValue() as Int) + 1 ) endif endif EndEvent

Duplicate for Gas/Chem items swapping the Form used.


3) Persistence + Health/Explosion Handling

3A. Persistence Script (attach to each Act_Barrel_*_Persistent)

BarrelPersistenceScript.psc:

Scriptname BarrelPersistenceScript extends ObjectReference Keyword Property kwBarrelPersistent Auto Bool Property bPlacedInitialized = False Auto Event OnInit() ; Make sure it persists and is not unloaded by reset if !bPlacedInitialized Self.SetAllowDestroy(True) Self.SetMotionType(Motion_Dynamic, True) ; physics active Self.AddKeyword(kwBarrelPersistent) bPlacedInitialized = True endif EndEvent Event OnCellLoad() ; Re-enable if it somehow got disabled but not destroyed if !Self.IsDisabled() Self.EnableNoWait() endif EndEvent

3B. Health + Detonation Logic

BarrelHealthScript.psc:

Scriptname BarrelHealthScript extends ObjectReference Explosion Property BarrelExplosion Auto GlobalVariable Property GV_PlayerBarrelCount Auto Float Property MaxHP = 200.0 Auto Float Property CurrentHP Auto Event OnInit() if CurrentHP <= 0.0 CurrentHP = MaxHP endif EndEvent Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) Float dmg = 0.0 if akProjectile dmg = 35.0 elseif akSource != None dmg = 15.0 else dmg = 5.0 endif CurrentHP -= dmg if CurrentHP <= 0.0 Detonate() endif EndEvent Function Detonate() if BarrelExplosion Self.PlaceAtMe(BarrelExplosion) endif Self.DisableNoWait() Self.SetDestroyed(True) if GV_PlayerBarrelCount GV_PlayerBarrelCount.SetValue( (GV_PlayerBarrelCount.GetValue() as Int) - 1 ) endif Utility.Wait(1.0) Self.Delete() ; permanently remove EndFunction

Assign the specific Explosion per barrel type in CK properties.


4) Trap Variants

4A. Tripwire + Barrel

  • Place TrapTripwire (base) → create new Trap_Tripwire_Barrel (Activator).

  • Add script TrapTripwire_BarrelLink.psc:

Scriptname TrapTripwire_BarrelLink extends ObjectReference Keyword Property kwBarrelTrapLinked Auto Float Property TriggerDelay = 0.75 Auto Event OnTriggerEnter(ObjectReference akActionRef) ; Find nearest linked barrel within 600 units ObjectReference nearest = Game.FindClosestReferenceOfAnyTypeInListFromRef( \ Utility.CreateFormList(Self), 600.0, Self) ; replace with your form search ; Simpler: store barrel in LinkedRef during placement ObjectReference barrel = Self.GetLinkedRef() if barrel Utility.Wait(TriggerDelay) (barrel as BarrelHealthScript).Detonate() endif EndEvent

Placement flow (player):

  • Craft Tripwire Barrel Kit → equips a placement aid that:

    1. Places Barrel,

    2. Places Tripwire,

    3. Sets LinkedRef from tripwire → barrel.

4B. Pressure Plate Barrel

  • Duplicate TrapPressurePlateTrap_Plate_Barrel.

  • Script calls the same Detonate() when heavy actor enters (check akActionRef.GetMass() or IsCreature/IsPowerArmor).

4C. Remote Detonator

  • Aid item Aid_BarrelRemoteDetonator with script that Detonates all barrels in radius or only linked barrels with a unique RefCollectionAlias.

Q_BarrelSystem keeps a RefCollectionAlias BarrelNet that you add placed barrels into.

; In BarrelPlacementUtil after spawn: BarrelNet.AddRef(barrelRef)

Remote script:

Scriptname Aid_RemoteDetonate_Script extends ObjectReference RefCollectionAlias Property BarrelNet Auto Event OnEquipped(Actor akActor) if akActor != Game.GetPlayer() return endif int count = BarrelNet.GetCount() while count > 0 ObjectReference b = BarrelNet.GetAt(count - 1) if b && !b.IsDestroyed() (b as BarrelHealthScript).Detonate() endif count -= 1 endwhile akActor.UnequipItem(Self as Form) EndEvent

5) Oil/Gas Harvest & Refining

5A. Harvest Nodes

Create Activator nodes:

  • Act_OilSeep_Node (uses kwHarvestNode_Oil)

  • Act_AbandonedVehicle_Tank (for residual fuel)

Script: ResourceHarvestNode.psc

Scriptname ResourceHarvestNode extends ObjectReference MiscObject Property YieldItem Auto ; MI_RawOil or MI_RefinedOil Int Property MinYield = 1 Auto Int Property MaxYield = 3 Auto Bool Property bDepleted = False Auto Float Property RespawnDays = 20.0 Auto ; optional Event OnActivate(ObjectReference akActionRef) if bDepleted || akActionRef != Game.GetPlayer() return endif int qty = Utility.RandomInt(MinYield, MaxYield) Game.GetPlayer().AddItem(YieldItem, qty, True) bDepleted = True Debug.Notification("Harvested " + qty + " " + YieldItem.GetName()) ; optional respawn Utility.WaitMenuMode(0.1) RegisterForSingleUpdateGameTime(RespawnDays * 24.0) EndEvent Event OnUpdateGameTime() bDepleted = False EndEvent

5B. Refining Bench

  • Duplicate Chemistry Station as Workbench_FuelRefinery.

  • Create Recipes (COBJ) for Raw→Refined→Clean.

  • Optional minigame: add perk checks (Science, Repair) via COBJ Conditions to increase yields (alternate recipes with greater outputs).


6) Power-Grid / Terminal Control (Optional, Settlement Use)

6A. Terminal

  • Term_BarrelNetworkControl (Terminal)

  • Terminal Holotape: menu choices “Arm Network”, “Disarm”, “Timed Detonation (5s)”.

Script Terminal_BarrelNetwork.psc:

Scriptname Terminal_BarrelNetwork extends Terminal RefCollectionAlias Property BarrelNet Auto Function ArmAll(bool abArmed) int n = BarrelNet.GetCount() while n > 0 ObjectReference b = BarrelNet.GetAt(n - 1) if b b.AddKeyword(Game.GetFormFromFile(0x000800, "ExplosivePersistence.esp") as Keyword) ; kwBarrelTrapLinked endif n -= 1 endwhile EndFunction Function TimedDetonation(float secs) Utility.Wait(secs) int n = BarrelNet.GetCount() while n > 0 ObjectReference b = BarrelNet.GetAt(n - 1) if b (b as BarrelHealthScript).Detonate() endif n -= 1 endwhile EndFunction

Hook the functions to terminal TOPIC/RESULT scripts via Buttons.


7) Basic AI Awareness

7A. Companion Bark

Create Topic Info on a new quest Q_BarrelBarks:

  • Condition: GetDistance < 400 to any kwBarrelExplosive_* AND IsPlayerInCombat == 1.

  • Line: “Heads up—volatile drums!”

Use a Story Manager event (OnCombatStateChange) or a Magic Effect cloak on the player to poll nearby barrels and fire a bark scene (lightweight polling: every 6–10s while in combat).

7B. Raider Kick (Flavor)

For a later pass, create an AI package for raiders with a chance to Sandbox → Evaluate Package: if a barrel is within 400 units and player cover is behind it, move to barrel and melee (adds risk). This is advanced and optional.


8) Balancing Pass (fast defaults)

  • Oil Barrel: 180 dmg, 350 radius, 10s fire hazard, low impulse.

  • Gas Barrel: 260 dmg, 450 radius, high impulse (ragdoll risk).

  • Chem Barrel: 80 dmg, 200 radius, Hazard DoT 15/s for 12s, Vision blur.

  • Max player barrels: 200 global (tunable via GV_PlayerBarrelCountMax if you want).

  • Craft costs scale with scarcity: Gas rarer than Oil.


9) Debug & QA Checklist

  • Spawn/Place: Aid items spawn correct type, orientation, and physics.

  • Persist: Wait 31 in-game days away → return → barrels still there.

  • Damage: Bullets tick HP, energy weapons ignite faster (adjust OnHit logic if desired).

  • Detonate: Chain reactions ignite neighbors (Explosion radius overlaps).

  • Delete: Destroyed barrels decrement global count and fully clean up.

  • Harvest/Refine: Nodes deplete/respawn; refinery recipes craft correct items.

  • Trap Links: Tripwire/Plate/Remote all call Detonate() reliably.

  • Terminal: Arm/Disarm/Timed detonation works on the RefCollection.


10) Packaging & Compatibility

  • Prefix all EDIDs with Poe_ (e.g., Poe_Act_Barrel_Oil_Persist) to avoid conflicts.

  • Avoid editing vanilla leveled lists unless you intend distribution.

  • If using Workshop support: convert barrel activators to Workshop constructs by inheriting WorkshopObjectScript (requires extra testing for scrapping & budgets).

  • Performance: keep scripts event-driven; avoid polling except controlled companion barks.


11) Nice-to-Have Extensions (after prototype)

  • Fuse Mods: add MiscMods that set different detonation delays (store value on script).

  • Stabilizer Mod: reduce OnHit damage unless high caliber; set via keyword swap.

  • Paint/Decals: color-code barrel types (red gas, black oil, green chem).

  • Photo Mode Hook: explode-moment capture trigger (sends screenshot event).


Ready-Made To-Do (order of implementation)

  1. Make keywords, explosions, hazards.

  2. Duplicate & wire Act_Barrel_*_Persistent with scripts.

  3. Build Aid_Place items* + BarrelPlacementUtil quest.

  4. Global count variable + limits.

  5. Harvest nodes + refinery recipes.

  6. Tripwire/Plate/Remote variants + RefCollection alias.

  7. (Optional) Terminal control + companion bark quest.

  8. Balance values → QA checklist.

  9. Package as ESL-flagged ESP with BA2 (meshes/textures if customized).

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Explosive Resource and Trap System

 Here’s a detailed structured breakdown expanding your Fallout 5 (or mod) concept of persistent explosive barrels and oil/gas mechanics : ...