Fallout 4

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MediumMechanism

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MediumMechanism

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About this mod

Special pokeball grenades that summon NPCs/Creatures when thrown. Includes various grenades for different enemies as well as a grenade that summons a random enemy.

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[Description]

This mod includes a series of grenades for summoning (Mostly) hostile npcs. Some of them like the Ifrit and BoS grenades summon specific enemy types, but there's also the Dead Branch and Bloody Branch for summoning random enemies. 

After installation these grenades can either be spawned in or crafted at a chemistry station under the grenades tab. If, however, you just wish to spawn them in you can use the console command "help relay 4 weap" to obtain a list of the different ids for the different and spawn them in using that id number and the "player.additem" command.

Grenade List:

  • Ifrit Relay Grenade - Summons a reskinned Deathclaw
  • BoS Relay Grenade - Summons a squad of 4 random Brotherhood of Steel members. MIRV-style Grenade.
  • Dead Branch - Summons a random monster from a list of 120-some monsters ranging from very weak to ridiculously strong. Use with caution
  • Bloody Branch - Same as dead branch, but summons 5 monsters. MIRV-style Grenade.

The dead branch summons are meant to all be hostile and have no faction associated with them that can be friendly towards players. Meaning you can kill them without discretion (Even if it summons say a BoS Paladin). However, in the event that you find passives or ones that HAVE maintained their factions, please let me know, though I am already aware that there's a synth that spawns that is not hostile.  Grenades like the BoS Relay Grenade DO summon npcs that remain in their factions, this was intended.Enjoy~

The MIRV style grenades behave oddly when detonated at ground level. That is to say, it's best to throw them into the air and let the MIRV children grenades rain down. Throwing it and letting the main grenade dispense its MIRV children grenades while it is lying on the ground tends to summon them at the player's position, regardless of where the actual grenade is when its detonated. I'm not sure what causes this, but I'm not so certain there's much I can do about it for now.

[Latest Update Dec-03-15: V1.2.0]

The latest update includes the new Dead and Bloody Branches for summoning random hostile enemies that have no friendly faction attached to them. It also includes the BoS grenade for summoning a few random Brotherhood of Steel members ranging from scribes to soldiers to knights.



[Things to Note]

Manual Installation instructions as well as a disclaimer about the dangers of using mods made currently are found on the README page for this mod. PLEASE read the disclaimer if you're not already aware of the possible damage mods can cause this early after release.

I'm not sure what mods this would or would not be compatible with, so use some caution.  I'm not entirely familiar with how .esp and .esm files assign new slots for items and what not.

Installation can now be done using NMM thanks to mamelukturbo for telling me the correct way of doing it. 

There is an unfortunate issue with this mod in that while the grenades do no damage, they still count as attacking something if those creatures are within the blast radius. It would seem there's little I can do to fix this because the radius is also tied to how big the explosion effect is, so disabling the radius makes it not have an explosion effect. Regardless, I'll look into it more to see what I can do to fix this problem, 


[Special Thanks]

A special thanks to the creators of FO4Edit, Bethesda Archive Extractor, Gibbed's Fallout 4 Tools, NifSkope, and the tutorial that I used to get started modding for Fallout 4.
 - FO4Edit
 - Bethesda Archive Extractor
 - Fallout 4 Modding Tutorial
 - Gibbed's Fallout 4 Tools
 - NifSkope
Without these people I wouldn't be making anything in regards to Fallout 4 Mods, so they have my deepest thanks.