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WarMocK

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WarMocK

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About this mod

A few more extra grenades for your arsenal. Some might be familiar if you played previous Fallout games. ^^

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-= Mighty Bada-Boom! =-

Changelog

1.2.0:
- Added a special new grenade: Decoy (highly experimental! Use at your own risk!)
- New "grenade": Dynamite, either as a single stick or a bundle of three
- Added: Satchel Charge
- Added: Demolition charge
- Added: Anti-Riot Grenade
- Added: Gamma Grenade
- Added: Incendiary Grenade

1.1.1:
- Added a new safety feature which prevents grenades getting shoved into NPC inventories over and over again (probably causing a buffer overflow which eventually causes the game to crash). You can also use this feature to "reset" the merging too for the grenades in case you won't find any on the destined target's bodies and corpses. Simply type "set
LittleBoomListsMerged to 0" into your console and the game will try to add them the next time you start the nest savegame you created after using this command.
- Set the value of the improved baseball grenade to 65 caps, and crafting it requires an additional spring
- Set the value of the sensor module to 20 and the weight to 0.15
- Set the value of the gas bomb to 60

1.1.0:
- Changed the weight of the fusion grenade to 0.3 to bring it in line with the original from New Vegas
- New grenade: the Quantum Bomb.
- Two new mines: the Bucket Mine and Gas Bomb

1.0.0:
- Initial version

-= About this mod =-

Tired of the explosives you got from the vanilla game? Need a bit more KABOOM to fresh up your gameplay? If you do I got something for you. ^^
Little Boom adds a bunch of new grenades to the game and the leveled lists of your enemies. If some of them look familiar, there's a reason for it: I got me some inspirations from our good old Fallout: New Vegas and created my own version of some of the NV grenades for Fallout 4. And just to be clear: no, I do not want to recreate all of them! I just added the ones which I think feel satisfying to use AND actually make sense from a gameplay perspective. No need to add redundand carbon copies and reskins just to bloat up your mod load order, after all.


-= Features =-


- 11 grenades available (for now, might change later if I REALLY feel like adding another one would be beneficial)
- 3 grenades from New Vegas

Grenades

- Dynamite: The most basic explosive you can get (and craft). Comes as either a single stick or a bundle of three. Fairly low damage for a grenade, but it's cheap to produce, requires no perks, and is available right from the start. Good at the beginning, later on only useful as a backup.
- Tin Grenade: This is the new entry to creating "proper" grenades for the player. No perk requirements, but it won't be available until you find one on a raider body (the primary users of the tin grenade), an ammo crate or in the in-game world.
- Fusion Grenade: yep, the MFC is back. And it's more powerful than ever! Dealing a mix of both energy and radiation damage, it'll be unlocked by finding the schematics for it (hint: see screenshots for the location and which faction need to encounter)
- Improved Baseball Grenade: unlocked by default, this improved version of the vanilla bangsnap has more bang for the buck, yet the explosion radius is somewhat smaller. On the upside, it's more likely to stagger anyone caught in the blast.
- Incendiary Grenade: Feeling like you just want to set steel on fire? Grab one of those from your local weapons dealer and release your inner pyro! Pretty much just like a molotov, but it doesn't explode on impact. Flame on!
- Quantum Bomb: Reminiscent of the old nuka grenade from GRA, this little guy generates a massive heatwave upon detonation which sets enemies in a rather large radius ablaze, deals massive damage to them and causes them to run away. Apparently nobody in the Commonwealth ever heard of "Stop, drop and roll". ^^
Visit Diamond City and say hello to Sullivan, you'll find the schematics for the bomb on the new chemistry station close to his office at the main gate.

- Gamma Grenade: Atom's wrath in a new package. Deals a truckload of radiation damage and also 150 points of normal damage. Well ... not quite. This damage CAN NOT be resisted! It bypasses every type of damage resistence and chomps away HP from whatever got caught in the blast (because, you know, gamma radiation and its habit to pass through everything like a vacuum). Also, the target suffers from an immediate loss of all damage resistence for about 5 seconds, making it an easy target for a killing blow if it hasn't already been burned to ash by the gamma blast.
You can not craft this bad boy. You gotta find them in locations where the Children of Atom like to hang out, in this case you gotta search for them at the Crater House, ground zero of the impact in the glowing sea (where their settlement is. Be careful, some of these grenades are marked as "owned" by the childrem so you better watch out when you try to snitch'em), and Jalbert Brothers Disposal.
- Anti-Riot Grenade: A powerful relic from the good ol' times before the Great War, this chemical weapon releases a (mostly) non-lethal neurotoxin which causes affected targets to lose track of you and become pacified for a limited amount of time. A little helper in case you need some crowd control without rightout killing everyone.
You can find 8 of them in a safe on the cliffside behind the police station in Natick as well occasionally buy them from your trustworthy weapon vendor.

Mines

- Bucket Mine: the Bucket Mine is the bigger brother of the old Powder Charge from NV. Easy to craft, does not require any perks, less damage than a fragmentation mine but a larger blast radius.
- Gas Bomb: An old buddy you might recognize. Explodes in a huge fireball which deals lots of energy damage to enemies within a big radius.
- Satchel Charge: Don't like to wait for the big BOOM when a mine is triggered? Well then, time for the Satchel Charge. As in New Vegas it has a much shorter arming time and deals a lot of damage, so you better watch out and try not to get caught in the blast.
- All mines require a sensor module to craft, which you can unlock (among with the mines) by finding some samples in Wattz Electronics.


Special

- Demolition Charge: A remote-controlled explosive which can be placed and detonated from afar using a makeshift detonator. Mighty Bada-Boom incoming! :D
You can find the schematics for crafting the charges themselfs in a new little basement cell located in West Everett Estates. Bring a bobby pin, though - you're gonna need it ^^). Oh, and while you're inside the basement: check out the computer for some lore about how the charges ended up there. I was having a blast creating this one, especially since it has a little easter egg for all those movie buffs out there.
There are two detonators hidden in the world. One is located in the grass near the heist scene of the bank in Lexington, the other one - well, let's just say it is closer than you think once you acquired the schematics for the charges.
- Decoys: Just some modded 38-cal cartridges rigged to explode on impact. I just added them for fun, they deal almost no damage and are only good for distracting enemies for a moment. No perks required, not even resources, just build a batch of 10 of them and go to town with them a bit if you feel like it.
WARNING! Right now there might be a glitch that you can equip the decoys but you cannot actually throw them! Instead you'll be throwing the last grenade you had equipped before! I cannot reproduce the bug consistently, so I don't know what's causing it right now. I'll try to keep an eye out for a solution and update this mod asap.

-= Known Bugs =-


- None yet, I hope it stays that way. :-P
- There is a chance that the decoys can not be thrown (but they still can be equipped). You will throw the last grenade you had equipped before so watch out for some unpleasant side effects.