So ran into an issue. If you already have Legendary's of an existing grenade, then when you add or buy the sticky version, the sticky version will not display. If you have no grenades and buy the Stickys, they are there and work just fine. However, if you pick up a Legendary grenade, it replaces the sticky version. The only way to get the sticky version back is to use a save editor to delete the grenade. Then you can reload and buy the sticky one again.
Yeah, seconding this issue. I don't know why they are overlapping but they are when I buy or craft the sticky version it displays the grenade has been upgraded message unless I do this.
Hhey, there is another grenade mod you can pair this with. It's multiple grenades and medicine. It allows for increasing explosion sizes and how many grenades you can carry. One important note, the size increase is blocked by world obstacles. Except for the emp grenades. Sadly any smoke and poison and frag will not pierce even skinny small walls. It needs open space for full effect. But it works.
can these granades spawn in the normal pool of granades in shops? i wonder if yes id like to act them to my realism collection also if not than can u make like a little delivery animation? for stuff? it would be cool
I imagine it was because grenades are already crazy powerful in the game, and can be prone to crashing if you spam them at large groups of people and cars. Maybe not enough players were using them?
I would like to add them back sometime though, if someone doesn't beat me to it.
You'll need to edit the gas cloud effect directly, or copy it to a new effect and link it with the longer grenade. I haven't looked into this myself on how to link it, but I'm sure you can figure it out.
For all users of this mod, as well as the mod author, I have something that will probably make your lives a little easier and more immersive. If you just want the grenades and you already have waaaaaaaaay too many ateliers clogging up your in-game PC, here is the CET console command to create the crafting recipe for any item in your game that you would otherwise need to buy: NewID = "ITEM_ID_HERE"; CS = Game.GetScriptableSystemsContainer():Get('CraftingSystem'); CB = CS:GetPlayerCraftBook(); if TweakDB:GetRecord(NewID) then recName = Game.GetLocalizedTextByKey(TDB.GetLocKey(NewID..".displayName")); if TDB.GetItemRecipeRecord(NewID) then print(" \n\tAttempt to add a recipe : "..recName.." \n\tYou need to set an ITEM ID, not a RECIPE ID.\n ") else if CB:KnowsRecipe(NewID) then print(' \n\t Recipe already present, no need to add : "'..NewID..'" - '..recName..' \n ') else CB:AddRecipe(NewID) print(' \n\t Recipe ADDED : "'..NewID..'" - '..recName..' \n ') end end else print(' \n\t "'..NewID..'" -> NOT VALID, you need a valid ID. \n ') end Replace ITEM_ID_HERE with the item codes listed in the description of this mod, keeping the quotation marks. So your command line would start with: NewID = "Items.Frag_Sticky"; ... and follow with all the rest, all on one line. Don't worry, you won't run out of space. CET's command line input buffer is infinite as far as I can tell. Just change that one part, then copy and paste that entire anaconda into the CET console, and hit Enter. Then repeat that process for the other seven sticky grenade types. And yes, this will work with any item, no matter where it comes from, regardless of whether it has a recipe.
You can have all eight recipes automatically added to your crafting menu at the start of every new game with this mod: CET Batch Executor
I recommend that you add the commands, one by one, separated only by a carriage return / line feed (in other words, the enter key), in the section of the batch executor's CET menu titled "Run on New Game (On First Time Entering Apartment)." Copy and paste the command like you were entering it into the console, press enter, copy and paste the next one, press enter, and so on. Do not add any punctuation, just separate each line with a single press of the enter key. It'll look ugly as hell, but it'll get the job done, and you'll never have to think about it again. Be sure to save a copy of the commands for your own use, so that if you need to reinstall, you won't have to track down this post again to get it all set up a second time.
That executor mod is an extremely powerful tool, and once you play around with it a little, I'm sure you can come up with all kinds of uses for it, especially in combination with the commands in that first link. The possibilities are so numerous I'll probably still be thinking up new ways to use it months from now. Enjoy!
29 comments
So ran into an issue. If you already have Legendary's of an existing grenade, then when you add or buy the sticky version, the sticky version will not display. If you have no grenades and buy the Stickys, they are there and work just fine. However, if you pick up a Legendary grenade, it replaces the sticky version. The only way to get the sticky version back is to use a save editor to delete the grenade. Then you can reload and buy the sticky one again.
Just wanted to give a heads up on this one.
Thanks!
I would like to add them back sometime though, if someone doesn't beat me to it.
The Sticky Big Chungus grenade!
Thanks!
NewID = "ITEM_ID_HERE"; CS = Game.GetScriptableSystemsContainer():Get('CraftingSystem'); CB = CS:GetPlayerCraftBook(); if TweakDB:GetRecord(NewID) then recName = Game.GetLocalizedTextByKey(TDB.GetLocKey(NewID..".displayName")); if TDB.GetItemRecipeRecord(NewID) then print(" \n\tAttempt to add a recipe : "..recName.." \n\tYou need to set an ITEM ID, not a RECIPE ID.\n ") else if CB:KnowsRecipe(NewID) then print(' \n\t Recipe already present, no need to add : "'..NewID..'" - '..recName..' \n ') else CB:AddRecipe(NewID) print(' \n\t Recipe ADDED : "'..NewID..'" - '..recName..' \n ') end end else print(' \n\t "'..NewID..'" -> NOT VALID, you need a valid ID. \n ') end
Replace ITEM_ID_HERE with the item codes listed in the description of this mod, keeping the quotation marks. So your command line would start with:NewID = "Items.Frag_Sticky";
... and follow with all the rest, all on one line. Don't worry, you won't run out of space. CET's command line input buffer is infinite as far as I can tell. Just change that one part, then copy and paste that entire anaconda into the CET console, and hit Enter. Then repeat that process for the other seven sticky grenade types. And yes, this will work with any item, no matter where it comes from, regardless of whether it has a recipe.There's no freaking way I could come up with that command myself. I got the command syntax from here: Categorized All-In-One Command List
You can have all eight recipes automatically added to your crafting menu at the start of every new game with this mod: CET Batch Executor
I recommend that you add the commands, one by one, separated only by a carriage return / line feed (in other words, the enter key), in the section of the batch executor's CET menu titled "Run on New Game (On First Time Entering Apartment)." Copy and paste the command like you were entering it into the console, press enter, copy and paste the next one, press enter, and so on. Do not add any punctuation, just separate each line with a single press of the enter key. It'll look ugly as hell, but it'll get the job done, and you'll never have to think about it again. Be sure to save a copy of the commands for your own use, so that if you need to reinstall, you won't have to track down this post again to get it all set up a second time.
That executor mod is an extremely powerful tool, and once you play around with it a little, I'm sure you can come up with all kinds of uses for it, especially in combination with the commands in that first link. The possibilities are so numerous I'll probably still be thinking up new ways to use it months from now. Enjoy!
I LOVE YOU AND THIS MOD!
Thank You, Sabbath!
Any chance for homing grenades too? :)
++++++
for homing grenades!!!