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Modifyable Grenades and Mines
This mod allows you to now modify all base game grenades and mines. Grenades can be modified the same way as other weapons, mines can be upgraded at the chem station. I wanted mines to be upgraded like the grenades but there was a problem, when you disarm and pick them up again they revert to their unmodified original state, so mines have to be upgraded at the chem station. But they at least have their own category there on the chem station.
All grenades can now have:
- Damage increased. Up to 4 times.
- Instant detonation. Like the molotov cocktails explode on impact. Conversely the molotovs can be "stablized" to act like normal grenades.
- Sticky Grenades. They will stick to walls, and take 2 seconds longer to explode. They CAN stick to NPC's, unfortunately they will not explode on NPC's. Believe me, I tried E-v-E-R-Y thing to make it so, alas I couldn't find out why. They simply diffuse when they stick to an NPC.
- Cluster Grenades. Using 1 grenade to craft, and the mats that would construct 2 more, you can make cluster grenades that allow you to throw 3 at once.
- Converted to act like mines. So they will detonate when anything comes near. And it means they can be thrown further than mines, and disarmed and picked up again. (Crafted at chem station)
Each grenade also has one of its very own special effect:
- Baseball Grenade: Has a multi explosion effect. After the first explosion, it spits out another grenade, after that explodes another is spat out, so there are 3 consecutive explosions.
- Cryogenic Grenade: Can freeze and completely paralyze a target for 10 seconds, unable to move. May not work on really strong enemies, or power-armoured targets.
- Molotov Cocktail: Using Yellow Belly to craft, will make anything caught in the fire susceptible to panicking from the flames. Again may not work on strong enemies.
- Frag Grenades: May not cause much initial damage, but are packed with shards of glass and metal. The detonation sends these flying outwards causing bleeding damage for some time.
- Nuka Grenade: Reduced damage, but radiation from the explosion and the smell of blood from crafting them draws the attention of a nearby Glowing One.
- Plasma Grenade: Releases poisoned plasma gas from the mats used to make. The detonation area is larger and the poison lasts for 1 minute, so don't be near it.
- Pulse Grenade: Does no damage at all, but used near a robot can make it frenzy and attack allies. Useless and wasted on a single robot.
- As a bonus, you can craft a throwable Bloatfly Maggot using a Bloatfly Gland and some nuclear material. Thrown like a grenade, on impact will release a newly hatched Bloatfly. It will be agressive to you. Possible for a legendary Bloatfly to spawn.
All mine upgrades have to be done at the chem station. There is now a seperate category for them.
- All can be upgraded twice for increased damage.
In addition to that, all mines (except Nuke Mines) have a special effect:
- Bottlecap mines: using lunchboxes can made to cage a Stingwing with appropriate mats that release the creature upon detonation. There is also one that cages a Bloodbug.
- Cryo Mine: can be made into a Forceful Mine, does little damage but knocks targets down. Will not work on large creatures or robots.
- Frag Mine: can be made into an incendiary mine, with burning damage over time.
- Plasma Mine: can be made into a Madness Mine, sending anyone caught in the blast into a frenzy attacking friend and foe alike.
- Pulse Mine: instead of all the damage at once, does the EMP damage over time. Can only work on robots.
Bugs/Incompatibilities
None that I know of. Each grenade had to edited to allow mods to be attached. Mines are unaffected.
Install
Just a simple esp, put into the data folder and activate with your choice of mod manager.