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
-
Ambush Roads: Line highways with hidden barrels for bandit convoys.
-
Defend Settlements: Position barrels near chokepoints; ignite during raids.
-
Minefields Upgrade: Replace mines with barrels for visible intimidation.
-
Toxic Zones: Create denial zones using chemical barrels.
-
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
Element | Description | Persistent | Craftable | Interactable |
---|---|---|---|---|
Oil Barrel | Contains crude oil or residue. Burns long and dirty. | ✅ | ✅ | ✅ |
Gasoline Barrel | Volatile; creates intense explosions. | ✅ | ✅ | ✅ |
Chemical Barrel | Produces toxic clouds or corrosion damage. | ✅ | ⚠️ Rare | ✅ |
Improvised Barrel | Made from scrap + empty canister. Weak seal; unstable. | ✅ | ✅ | ✅ |
Clean Fuel Drum | Used 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 keywordBarrel_Persistent
. -
The script
BarrelPersistenceScript.psc
runs on cell load to repopulate barrel states.
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 Source | Effect |
---|---|
Ballistic Impact | Minor spark chance; cumulative damage over time. |
Energy Weapon | Higher ignition rate; chain reactions more likely. |
Melee Attack | Minimal damage unless using flaming/mechanical weapons. |
Weather Exposure (Acid Rain/Heat) | Accelerates deterioration; risk of spontaneous ignition. |
Nearby Explosions | Chain 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:
C. Usage
-
Craft Explosive Barrels
-
Power Generators or Turrets
-
Trade Commodity
-
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 Type | Required Items | Output |
---|---|---|
Tripwire Barrel Trap | Oil Barrel + Wire + Trigger Mechanism | Delayed explosion |
Remote Detonator Barrel | Gas Barrel + Sensor Module + Circuit Board | Manual trigger |
Pressure Plate Mine Barrel | Improvised Barrel + Gear + Plate | Heavy trigger only |
Toxic Trap | Chemical Barrel + Gas Mask Filter | Area 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
Feature | Compatibility Notes |
---|---|
Settlement Mods | Uses Workshop framework for persistence |
Survival Overhauls | Integrates with food/water/fuel tracking |
Script-Heavy Mods | Low memory footprint (event-driven, not loops) |
Lighting/FX Mods | Barrel fire supports dynamic light shaders |
XI. FUTURE EXPANSIONS
-
Flamethrower Integration: Barrels fuel custom-made flamethrowers.
-
Wasteland Pipeline System: Player constructs rudimentary pipelines between settlements.
-
Fuel Raider Faction DLC: A Mad Max-style raider group that controls oil wells.
-
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)
-
Create new plugin:
ExplosivePersistence.esm/esp
(ESL flagged if you prefer). -
File > Data > check “Enable Papyrus logging” (for debug phase).
-
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
, keywordskwBarrelExplosive_Gas
-
-
Act_Barrel_Chem_Persistent
-
Explosion:
EXP_Barrel_Chem_Toxic
, keywordskwBarrelExplosive_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_GasBarrel
→MI_EmptyDrum
+MI_CleanFuel
+MI_FuseShort
-
COBJ_Craft_ChemBarrel
→MI_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).
Fill properties with
Act_Barrel_*_Persistent
in the CK.
2B. Aid Item Script (attach to each Aid_Place* item)
Aid_PlaceOilBarrel_Script.psc
:
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
:
3B. Health + Detonation Logic
BarrelHealthScript.psc
:
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
:
Placement flow (player):
-
Craft
Tripwire Barrel Kit
→ equips a placement aid that:-
Places Barrel,
-
Places Tripwire,
-
Sets
LinkedRef
from tripwire → barrel.
-
4B. Pressure Plate Barrel
-
Duplicate
TrapPressurePlate
→Trap_Plate_Barrel
. -
Script calls the same
Detonate()
when heavy actor enters (checkakActionRef.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.
Remote script:
5) Oil/Gas Harvest & Refining
5A. Harvest Nodes
Create Activator nodes:
-
Act_OilSeep_Node
(useskwHarvestNode_Oil
) -
Act_AbandonedVehicle_Tank
(for residual fuel)
Script: ResourceHarvestNode.psc
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
:
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 anykwBarrelExplosive_*
ANDIsPlayerInCombat == 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)
-
Make keywords, explosions, hazards.
-
Duplicate & wire Act_Barrel_*_Persistent with scripts.
-
Build Aid_Place items* +
BarrelPlacementUtil
quest. -
Global count variable + limits.
-
Harvest nodes + refinery recipes.
-
Tripwire/Plate/Remote variants + RefCollection alias.
-
(Optional) Terminal control + companion bark quest.
-
Balance values → QA checklist.
-
Package as ESL-flagged ESP with BA2 (meshes/textures if customized).
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