Please read the FAQ and planned update below before asking questions! <3
FREQUENTLY ASKED QUESTIONS
Q: They aren't showing up in the Chem Station A: This is likely due to a mod you're using which moves all of the grenades out of the chem station to another type of custom crafting bench. See if the mods you're running add a separate ammo/weapon crafting bench and they'll likely turn up there. A lot of times big overhauls and mod packs will do stuff like this, which is why it's important to understand what you're installing.
Q: Can you make this explode locks/doors? A: There are mods that do this already, and it's fairly involved. I would be surprised if they are not compatible. If not, I'll look at making patches.
Q: HOW TO USE WITH FO4 HOTKEYS! A: Make sure you have a detonator in your inventory, and add the following to your HotKeys.INI. Please see FO4Hotkeys for set up and support.
Q: What vendors sell the items? A: Everyone who sells weapons will sell IEDs at level 10, C-4 and Pulse Charges at level 18. Proctor Teagan will only sell high tech weapons, and starts selling a little early at level 16.
Q: CAN YOU ADD (INSERT CRAZY IDEA)?! A: The scope of this mod is to remain very focused. No suicide vests, drone strikes, skydiving atomic robots, mercenary mutfruit armies, or exploding jeeps.
Q: Can I make C-4 pick-pocket act like vanilla? A: Yes, type set RemoteExplosive_UsePickpocket to 0 in the console and the new explosives will revert to vanilla behavior like the frag mines/grenades (they will automatically explode as soon as pickpocketed, you will not control when.) Set it to 1 to get the new functionality back. If any more configuration options become a part of this, a holotape config will be added.
Q: Are they PLASMA or PULSE charges? A: PULSE. I am a moron and keep accidentally interchanging pulse and plasma.
Q: Can you make the C-4 be thrown further?? A: Ahhh yes, this is a case for FO4Edit! Download that, and alter this setting on the projectiles to your hearts' content. Default is 400, maybe try 600. See example here.
Q: Sometimes explosions don't do much damage. Why is that? A: This is an issue with vanilla mines/grenades as well. Sometimes a tiny rock, small object, or other object with inaccurate collision will make the engine think the NPC is in full cover. This is a raycasting issue with explosion projection at the engine level I can't fix. I bump the explosive into the air slightly before detonation to try and compensate for this, which helps A LOT.
Hi! Because I have so many mods for both Fallout 4 and Skyrim, I unfortunately cannot answer every comment and message, or troubleshoot every issue, or it would literally take up my entire day. I hope you understand. Lots of other people are helpful and do respond to posts made, so please feel free to post a question or issue here, as others may have the solution. Also, with regard to bugs, if out of 200k downloads you are the only person experiencing a specific issue, please understand that it may not be related to the mod. This stuff can be tricky! Thank you for your patience and understanding!
I've seen grenade launcher mods with sticky grenade options (m203 comes to mind). Is there anyway to make c4 being able to stick to the closest surface? Thanks
I'm noticing that there are some NPCs that take no damage at all when reverse pickpocketing the charges into their inventories. Coursers and Scavengers being the examples that I know of currently.
hey I just noticed when I accidently blow myself up during bullet time and reload the area the explosion seems to still be happening and forces me to restart the game, if you were willing to look in to this and patch it I can provide a load order if necessary
622 comments
FREQUENTLY ASKED QUESTIONS
Q: They aren't showing up in the Chem Station
A: This is likely due to a mod you're using which moves all of the grenades out of the chem station to another type of custom crafting bench. See if the mods you're running add a separate ammo/weapon crafting bench and they'll likely turn up there. A lot of times big overhauls and mod packs will do stuff like this, which is why it's important to understand what you're installing.
Q: Is this coming to XBOX?
A: It's finally here! https://mods.bethesda.net/en/fallout4/mod-detail/4331690
Q: Can you make this explode locks/doors?
A: There are mods that do this already, and it's fairly involved. I would be surprised if they are not compatible. If not, I'll look at making patches.
Q: HOW TO USE WITH FO4 HOTKEYS!
A: Make sure you have a detonator in your inventory, and add the following to your HotKeys.INI. Please see FO4Hotkeys for set up and support.
YourHotKey=cqf RemoteExplosive_ControlQuest HotkeyDetonate
Q: What vendors sell the items?
A: Everyone who sells weapons will sell IEDs at level 10, C-4 and Pulse Charges at level 18. Proctor Teagan will only sell high tech weapons, and starts selling a little early at level 16.
Q: CAN YOU ADD (INSERT CRAZY IDEA)?!
A: The scope of this mod is to remain very focused. No suicide vests, drone strikes, skydiving atomic robots, mercenary mutfruit armies, or exploding jeeps.
Q: Can I make C-4 pick-pocket act like vanilla?
A: Yes, type set RemoteExplosive_UsePickpocket to 0 in the console and the new explosives will revert to vanilla behavior like the frag mines/grenades (they will automatically explode as soon as pickpocketed, you will not control when.) Set it to 1 to get the new functionality back. If any more configuration options become a part of this, a holotape config will be added.
Q: Are they PLASMA or PULSE charges?
A: PULSE. I am a moron and keep accidentally interchanging pulse and plasma.
Q: Can you make the C-4 be thrown further??
A: Ahhh yes, this is a case for FO4Edit! Download that, and alter this setting on the projectiles to your hearts' content. Default is 400, maybe try 600. See example here.
Q: Sometimes explosions don't do much damage. Why is that?
A: This is an issue with vanilla mines/grenades as well. Sometimes a tiny rock, small object, or other object with inaccurate collision will make the engine think the NPC is in full cover. This is a raycasting issue with explosion projection at the engine level I can't fix. I bump the explosive into the air slightly before detonation to try and compensate for this, which helps A LOT.
Aha, I know...
I'll booby trap a corridor with remote explosives and saw blades traps. Set up the laser tripwires and laser turrets. Maybe even throw around a few spider mines, trapfu mines and bouncy traps for chaotic dismembering mayhem. Then I lure my enemies. I wait and watch as they trigger my contraptions, all hell breaks loose, and as the blood and gore explode in glorious kabooms, I zoom in to snipe headshots at the stragglers as more enemies pour in, and I trigger VATS and watch my limbs get blown off in slo-mo stupefaction, as my dying gurgling cackles of glee echooo along with the boooms reverberating across the corridor of doom. *MUA HA HA HA, BOOM BOOM BOOM*
- "Disarming" a charge does not work. Using a detonator will still blow it up.