Fallout 4

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Created by

FatmanMagister

Uploaded by

fatmanmagister

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Safe to use

About this mod

Trigger explosive devices and ammunition found across the Commonwealth and Nuka World by shooting them, smashing them, or by chaining explosions together.

Permissions and credits
DISCLAIMER: This mod is not in active development and I'm not very active on the nexus. There wont be any new features implemented nor will potential bugs be fixed, at least not for the foreseeable future, I simply do not have enough spare time on my hands. Feel free to make suggestions and report bugs anyway but know that I will probably not be the one to fix them. I made this mod for myself a few month ago and figured maybe someone else would like to use it. The mod is provided "AS IS" without guarantee of any kind of support.

Also, this mod does not strive to be realistic. I'm well aware that most explosives wouldn't trigger by being shot, or hit, or whatever; there's no need to point that out.


Description

This mod allows you to trigger explosives by shooting them or hitting them, and also by chaining explosions together.
This mod does not require Nuka World but if Nuka World is installed it will work with the new items.



You can specify a few conditions for what should trigger an explosion using a holotape named "[Settings] Unstable Explosives" which is given to the player when the mod is initialized.


The following settings are available:

[Melee Trigger]
Specifies whether or not Melee and Unarmed weapons will trigger explosives.


[Gas Trigger]
Specifies whether or not "Gaseous" blasts will trigger explosives.

(See list further down for "Gas weapons")



[Cryo Trigger]
Specifies whether or not Cryogenic blasts will trigger explosives.

(See list further down for "Cryo weapons")


[Pulse Trigger]
Specifies whether or not EMP blasts will trigger explosives.

(See list further down for "Pulse weapons")




Weapons and ammunition that can be triggered with this mod:

  • Mini Nukes
  • Missiles
  • Flamer Fuel
  • Baseball Grenades
  • Frag Grenades
  • Frag Mines
  • Molotov Cocktails
  • Nuka Grenades
  • Nuke Mines
  • Plasma Grenades
  • Plasma Mines
  • Bottlecap Mines

  • Nuka-Nukes (Nuka World)
  • Weaponized Nuka-Cherry Ammo (Nuka World)
  • Weaponized Nuka-Cola Quantum Ammo (Nuka World)
  • Nuka Cherry Grenades (Nuka World)
  • Nuka Quantum Grenades (Nuka World)
  • Smart Fragmentation Grenades (Nuka World)
  • Fragmentation Grenade MIRV (Nuka World)
  • Predator Grenades (Nuka World)


Affected by [Gas Trigger] setting:

  • HalluciGen Gas Grenade
  • Persuasion Grenade (Nuka World)
  • Fury Grenade (Nuka World)
  • Weaponized Nuka-Cola Ammo (Nuka World)


Affected by [Cryo Trigger] setting:

  • Cryogenic Grenades
  • Cryo Mines


Affected by [Pulse Trigger] setting:

  • Pulse Grenades
  • Pulse Mines
  • Institute EM Pulse Grenades



Install

  • Extract the files from "UnstableExplosives\Data\" to "(install folder)\Fallout 4\Data\"

  • Enable "UnstableExplosives.esp" in whatever mod manager you're using.


Uninstall

  • Delete "(install folder)\Fallout 4\Data\UnstableExplosives.esp" and "(install folder)\Fallout 4\Data\Scripts\UnstableExplosives"




Compatibility

This mod should be compatible with any other mod since it does not edit any existing forms.



Known Issues or Bugs

  • Explosives triggered by shooting, hitting or chained explosions will not make friendly NPCs hostile.

  • Bashing an explosive item with a gun, rifle, etc. will cause it to explode regardless of [Melee Trigger] setting. This is due to issues with Papyrus.

  • Bottlecap Mines will always be triggered by Melee and Unarmed weapons regardless of [Melee Trigger] setting

  • Bottlecap Mines are NOT triggered by thrown Gas/Cryo/Pulse grenades or active Cryo/Pulse mines regardless of [Gas/Cryo/Pulse Trigger] setting.

  • Smart Fragmentation Grenades that explode any other way than throwing them will damage their user.

  • Fragmentation Grenade MIRV trigger nearby explosives based on the "spread blast" rather than the individual cluster explosions.

  • Due to the pretty inefficient method for triggering nearby explosives (a result of Papyrus limitations) large piles of explosives does not trigger simultaneously. Rather, the first explosion sends the rest of the objects flying and exploding all over the place. See video below for an example.





Feedback
I am not very active on the nexus anymore and as such it's not likely that I will respond to feedback.