***UPDATE*** 1.) An Update file, patch 1.0.1, will add the Dendrotoxin Gas Mask, which helps *reduce* the effects of the dendrotoxin from the Icer Grenade, should you chose to charge in headfirst like it's WWI. Crafted under "Utility" at the Chem Lab (STILL REQUIRES MAIN FILE)
2.) There is now an *Optional* merge patch for AKWCR 4.02 (ALL DLC) which moves the recipes to that mod's Explosives Workbench. This patch REQUIRES all DLC, and was made with AKWCR 4.02, so I can only guarantee it will work on that version (I do not know for sure when the Explosives Workbench was introduced).
a idea that i have by watching the video (bad english) - creat a sling shot gun to shoot this grenades at long distance - add remote explosivs and it would be much better as other grenade mods
Thank you for the kind words. As for the slingshot, I'd have to look into it. I've never created a new weapon from scratch so I'm a little worried about how to handle animating it. As for remote explosives, I reeeeeeeeally wanted to for this, but I don't know how to approach the scripting. Maybe I can give it a shot.
For the remote explosives, you might be able to base it on/add a second file that uses the "Remote Explosives" mod (https://www.nexusmods.com/fallout4/mods/22444) As for the Slingshot launcher, I wanted to say you could add support for the M79 Grenade Launcher, but apparently it has been removed from the nexus
all in one mod grenade expansion 2 (https://www.nexusmods.com/fallout4/mods/16404/) it has remote explosiv and the grenad launch and a lot of grenade (not so funny ones)
Does Anarchist 1 & 2 work with Beantown as this adds a number of grenades....http://www.modsfallout4.com/beantown-interiors-the-mad-bombers-workshop-by-chucksteel/
Endorsed. I tend to play a special force/Assassin/Saboteur character so this fits real well. I like to pick up up stuff and improvise some weapons right there on the field. Good work. They work just like it says on the tin. And speaking of tin, the tin can grenade is a MUST to hand out to settlers, painful enough but not overpowered. The IED is a nice trick or treat item. When exploring I leave a few laying around when I scout around or when I deliberately aggro some opponents. Much Kaboom for you! Thank You!
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Vol. 2 will upload tomorrow around 1:00 PM/13:00 EST :)
Also, thanks to Play6ner for providing a Russian translation to Vol.1.
1.) An Update file, patch 1.0.1, will add the Dendrotoxin Gas Mask, which helps *reduce* the effects of the dendrotoxin from the Icer Grenade, should you chose to charge in headfirst like it's WWI. Crafted under "Utility" at the Chem Lab (STILL REQUIRES MAIN FILE)
2.) There is now an *Optional* merge patch for AKWCR 4.02 (ALL DLC) which moves the recipes to that mod's Explosives Workbench.
This patch REQUIRES all DLC, and was made with AKWCR 4.02, so I can only guarantee it will work on that version (I do not know for sure when the Explosives Workbench was introduced).
nice idea
and its lore frendly
a idea that i have by watching the video (bad english)
- creat a sling shot gun to shoot this grenades at long distance
- add remote explosivs and it would be much better as other grenade mods
As for the slingshot, I'd have to look into it. I've never created a new weapon from scratch so I'm a little worried about how to handle animating it.
As for remote explosives, I reeeeeeeeally wanted to for this, but I don't know how to approach the scripting. Maybe I can give it a shot.
As for the Slingshot launcher, I wanted to say you could add support for the M79 Grenade Launcher, but apparently it has been removed from the nexus
it has remote explosiv and the grenad launch and a lot of grenade (not so funny ones)
next idea :)
- throw able rockets
easier to make a patch as a whole new weapon
edit: i say easy but im not a modder lol just seems like it would overcome the animation hurdle
Much Kaboom for you!
Thank You!
Much Kaboom for you! Endorsed!