File information

Last updated

Original upload

Created by

WarMocK

Uploaded by

WarMocK

Virus scan

Safe to use

Tags for this mod

11 comments

  1. Infamous95
    Infamous95
    • premium
    • 263 kudos
    Hey WarMocK, Im interested in using a few of these explosives in my weapon overhaul would that be okay?
    1. zhuobi19720213
      zhuobi19720213
      • member
      • 0 kudos
      do it
    2. zhuobi19720213
      zhuobi19720213
      • member
      • 0 kudos
      https://www.nexusmods.com/fallout4/mods/41515
    3. Infamous95
      Infamous95
      • premium
      • 263 kudos
      Can't without permission
    4. WarMocK
      WarMocK
      • premium
      • 163 kudos
      Greetings,
      please send me a note about which assets you wanna use, then we can discuss matters more thoroughly than on a public comment section. ;)
  2. whiskeyjack9105
    whiskeyjack9105
    • member
    • 42 kudos
    Great mod, slight issue I'm having which was previously mentioned that equipping another grenade or even running out of fusion grenades does not seem to get rid of them on your person; I had 10 frag grenades and kept throwing fusion ones until I unequipped and then re-equipped the frags.

    Also curious to know if anyone has used it alongside Better Explosives Redux and if it has any compatibility issues? I'm not sure but I threw some at some Robots and it didn't appear to be doing much if any damage.

    Those issues aside, the variety of explosives now is very nice!
  3. Vrani
    Vrani
    • premium
    • 1 kudos
    The only request I have would an optional Valdacil tag patch; same goes for the medipack, the little lunchpack, Buff-it, and the NXT syringer ammo.
    Please do not take this as any criticism what so ever; I am not a modder myself, so I really have no idea myself how or hard this would be to make ^^;
    I'm loving these lil guys a lot so far; the new chems, the aid items, and the buff-it especially - LOVE the little flavor notes that pop up when you find one of those out and about<3!
    Have yet to actually try out the energy weapon stuff and the new crafting benches themselves, but I very much doubt I will be disappointed!
  4. Grozni96
    Grozni96
    • member
    • 0 kudos
    Can u change amount of grenades per NPC(like 3 or so)? Cause DC guards have like 15 quantum grenades each one of them and they are just spamming them, and if u can at least make them use all grenades so it cant be indefinite spam? Thanks anyway.
    1. WarMocK
      WarMocK
      • premium
      • 163 kudos
      Ok, I'll add a limiter to the script which will stop adding new grenades when the player loads the game if the formlists had been merged previously.
  5. zorak912
    zorak912
    • premium
    • 77 kudos
    Hello, I like your mod but if there is a small bug with it, the tin grenades is not automatically unquipped when you select another type of explosive (Having two explosives equipped generates another bug that causes the character to move slowly when draws a weapon.), I have also noticed that to unquip them you have to do it one by one (that is, if you have 15 Tin grenades you have to do 15 clicks, if you have 100, 100 clicks).
    I know I'm not the only one with this problem because in this video they report the same thing.
    https://www.youtube.com/watch?v=m1nkaNm3rJU&t=324s
    1. WarMocK
      WarMocK
      • premium
      • 163 kudos
      Greetings,
      I double-checked everything with the tools I have, but I cannot find any errors or conflicts in the mod. Also, the inventory menu is nothing which I can access via the CK (since it's based on flash), so I cannot determine what's causing this bug. Another mod author told me that this is a known issue with the Creation engine itself, though.