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This page was last updated on 09 July 2021, 10:19AM
- Changelogs
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Version 2.1
- #Better Explosives
-Reduced damage done by frag grenades
-Reduced damage done by frag mines
-Reduced damage done by several car explosives and slightly reduced the inner radius (the radius where you take max damage)
-Added trap explosions and fires to deal more damage
-Added robot self destructions
-Molotovs deal now more damage to the player
-Molotovs are now less effective against "sea creatures"
-Molotovs are now ineffective against robots
-Decreased the force by many explosions for a more realistic impact.
-Many other small tweaks
-And everything i forgot to mention
#Enhanced Version
-Nuka Quantum Grenade has been reworked and now has a new blue explosion and makes the enemy burn in blue flames. (Comes with new mesh and textures)
-Works similiar to a molotov, but with a medium explosion damage.
- #Better Explosives
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Version 2.0.5
- Due to time restrain, there is only a small patch:
#General
- Main version now requires Far Harbor & Nuka World
- Other options like Better Explosives Lite have been cut.
- Covers DLC explosions
- Rebalanced impact of explosions, range and damage of some explosions
(This mod also effects explosions from cars, oxygen tanks etc.)
#Far Harbor
- Bear traps trigger always. Don't walk into your own traps.
- Bear traps deal fatal limb damage to animals, humans, synths, ghouls etc. (Big creatures like Mirelurk Queens, Deathclaws are not affected, but it works for Anglers. Try them out!)
- Caltrops deal average to high limb damage to humans and animals and have increased damage.
Enhanced
** Cryo Grenades
Cryo Grenades now deep freeze(frozen solid ice and unable to move, taking bonus damage):
-Bugs (Ants, Bloatfly, Bloodbug etc.)
-Crickets
-Dogs / Wolfs
-Ghouls
-Humans
-Mirelurks
-Rats
-and other small animals i forgot to mention
**Pulse Grenades
- deal now electrical damage and cause huge damage to robots
- stuns synth for a short duration
- Due to time restrain, there is only a small patch:
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Version 2.0
- *Better Explosives Far Harbor
**Bear Traps
- Bear Traps now always trigger. Sneak Rank 2 will no longer protect you. Watch your steps!
- Bear Traps now deal limb damage.
**Caltrops
- Caltrops now deal limb damage.
*Note: Further changes will be made.
* Better Explosives - Experimental
** Pulse Grenades
- Increased Base Damage
- Increased Damage vs Robots
- Increased Damage vs Turrets
- Increased Stun duration vs Synths & Scorpions
- *Better Explosives Far Harbor
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Version 1.9.1
- * Fixed FOMod installer
- Enhanced Grenades accidently showed up in Optional perks section.
Now you can choose both!
- * Fixed FOMod installer
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Version 1.9
- * Molotov redone
- Burns now 24 seconds on the target.
- Things that burn good like humans, take more damage from molotovs than supermutants, as an example.
- When enemies start burning they take more damage & and the damage will decrease over time till it fades.
- Player can still run out the damage.
* Baseball Grenades
- slightly buffed, increased inner radius
* Plasma Grenades
- slighty buffed in range & damage
** NEW **
A new module is born!
* Enhanced Grenades (still a work in progress)
-Cryo Grenades & Mines
-- Radius has been increased to be large.
-- Deal low damage and can freeze your enemies to ice. (This does not work for big enemies like super mutants etc. but its possible for humans, mirelurks etc.)
-- While your enemies are frozen, they take increased damage by 20%.
-- Ghouls that are frozen can be dismembered easily.
- Pulse Grenades
-- Radius has been increased to be large.
-- Deals low damage vs mid and big enemies (humans, super mutants).
-- Robots take increased damage from pulse grenades and are very effective.
-- Synths also take increased damage and can get knocked out for a short time.
-- Small creatures like bugs, molerats also take increased damage.
- * Molotov redone
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Version 1.8
- *Baseball Grenades
- Explode on contact
- Re-balanced Damage and Radius
- *Baseball Grenades
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Version 1.7
- * Molotovs
- Molotovs now deal reduced damage when moving.
- Running reduces the damage you take by a good amount.
- Sprinting reduces the damage you take even more.
* Missile Launcher
- reduced damage done
- reduced explosion range slightly
- * Molotovs
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Version 1.6
- Small Update:
*Fatman and Missle Launchers are no longer affected by Heavy Gun Perks
- They no longer count as heavy guns.
- Small Update:
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Version 1.5
- New in 1.5
Weapons:
*Flamer is now covered. A Flamer will now set ablaze your target! Watch 'em burn.
*Missile projectiles have been tweaked, they have now a higher speed and are slightly affected by gravity. (This mostly affects long range shots, provides a more realistic feeling of shooting a rocket)
World Objects:
*Cars and Oxygen Tanks are now covered by this mod as well. So watch out for exploding cars and tanks.
- New in 1.5
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Version 1.4
- *Modified Molotov Cocktail once again. Less boom, more burn.
-Reduced explosion damage, increased burn duration.
New changes will follow soon! As i need more time for some testings.
- *Modified Molotov Cocktail once again. Less boom, more burn.
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Version 1.3
- *Added
Grenade Frequency 15, 30 (recommended), 45, 60
Reduces the frequency of thrown explosives from NPCs.
It seems that NPC don't have a cooldown on throwing explosives, which may lead to a spam of explosives. This plugin sets a cooldown for NPCs, so that they wait at least 15, 30, 45, 60 seconds until they may throw again something at you.
- *Added
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Version 1.2.1
- Fixed FOMod installer
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Version 1.2
- Version 1.2 has been uploaded.
It re-adds the More Resistant Power Armor changes.
Two versions are available: 15 & 30
Choose 30 when you play at normal/BLD DD experimental version.
When you play on lower difficulties, you may want to choose the 15 version.
How does it work?
Depending on how strong your power armor is, you may can completely negate any explosion damage you take. But when your are gets broken. More and more parts get destroyed, you will start taking damage/taking more damage. Weak power armors, are still vulnerable. (550 Armors) They may survive the splash damage, but not a direct grenade. It depends on the explosion type. You definitly want to run from a nuka grenade, as it is high deadly, even in your power armor, but your chances, that you survive with a good power armor, are better than without.
- Version 1.2 has been uploaded.
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Version 1.1
- *Fixed a bug, that caused explosives deal more damage than they should.
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Version 1.0
- An overhaul has been done!
Grenades now differ.
*Fragmentation Grenades now have a larger area of impact. The damage Radius is a little better higher than the visuals. Less standing directly next to a grenade explosion.
*Plasma Grenades more damage than a Fragmentation Grenade, but less radius.
*Cryo less damage, increased freeze time. Now you can freeze a pack of enemies and finish them off one by one or use it to slow down big enemies.
*Nuka Grenade well..... throw it, run into the opposite direction and enjoy the show.
*Mines deal slightly less damage and have less radius than grenades. All effects listed above apply to mines as well.
*Mines fixed, they now have an own explosion. Bethesda used the same explosion of all mines expect of fragmentation and bottlecaps. It didn't matter if it was a grenade or a mine. They did the same thing.
*Missile Launcher has a larger damage radius then before.
*Fat Man, dont use it for close combat is my adivse. It's really strong and has a large area of effect. Higher than Nuka Grenades. The damage zone is higher than the visuals.
*Demolition Perks
Because of the changes above i removed the 25% increased radius from perks, otherwise you would kill yourself really often... believe me that, i tested it. Often.
The range was removed and grenades now do more damage to limbs, when enemies survive, they are really fucked up now, as they should be.
These changes also apply to enemies. So be extremly careful. Yes you may end up dead, because raiders spam that shit, i'll look into that. It's a bug and hopefully Bethesda will do something about that.
These changes are still in testing, but i wanted to release something new and also get some feedback.
!!Backup your old files, as i just accidently deleted the old ESPs!!
There are imbalances i'm aware of that. That all will be fixed overtime.
- An overhaul has been done!
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Version 0.31
- *Added Demolition Perk Overhaul
#Better Explosives - Perks redone
-First Rank
Reduces the damage bonus from 25% to 5%
-Second Rank
Reduces the damage bonus from 50% to 10%
-Third Rank
Reduces the damage bonus from 75% to 15%
-Forth Rank
Reduces the damage bonus from 100% to 20%
Explosives shot in VATS receive now the same multiplier added by this perk (from 100% to 20%)
#Better Explosives - Perks redone - No Trajectory
-Same as above, removed trajectory from the second rank
#Better Explosives - Vanilla Perks - No Trajectory
- Perks are vanilla only the trajectory from the second rank has been removed
- *Added Demolition Perk Overhaul
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Version 0.3
- *Found a value, which wasn't rounded.
*Cleaned all 3 esps.
No major changes were made.
- *Found a value, which wasn't rounded.
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Version 0.2
- Many changes were done!
*Damage has been adjusted to a slightly lower level on both versions.
*Direct Damage has been lowered, to reduce one shots on large creatures (Especially when used with Locational Damage Mods)
Molotovs direct damage was also lowered and now depends more on the burning damage type
*Values are now rounded. No more 601 Damage. (which was the standard from Bethesda, i maybe forgot some values to correct, please report, if you see any)
Radius of explosions has been increased: (on both versions!)
FragGren 150 to 200
PlasmaGren 150 to 200
NukaGren 300 to 350
Missile Launchers 150 to 250
Fat Man 300 to 400
Force has been normalized (pushback effect of the explosion)
For example the NukaGren has a force of 20 000; Fat Man has a force of 2 000. Seems to be a typo from Bethesda.
- Many changes were done!
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Version 0.1
- 0.1 Initial release
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- Author's activity
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July 2021
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09 Jul 2021, 10:19AM | Action by: Zzyxzz
Attribute change
Description changed.
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05 Jul 2021, 11:49AM | Action by: Zzyxzz
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file visible to the public
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02 Jul 2021, 11:40AM | Action by: Zzyxzz
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02 Jul 2021, 11:40AM | Action by: Zzyxzz
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02 Jul 2021, 7:04AM | Action by: Zzyxzz
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September 2019
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16 Sep 2019, 7:26AM | Action by: Zzyxzz
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Summary changed.
Description changed.
February 2018
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07 Feb 2018, 6:25PM | Action by: Zzyxzz
Attribute change
File 'Better Explosives (Requires Far Harbor and Nuka World)' version changed to 2.1.
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07 Feb 2018, 6:25PM | Action by: Zzyxzz
File added
Better Explosives (Requires Far Harbor and Nuka World)
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07 Feb 2018, 1:55PM | Action by: Zzyxzz
File added
Better Explosives (Requires Far Harbor and Nuka World)
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07 Feb 2018, 1:55PM | Action by: Zzyxzz
Changelog added
Change log added for version 2.1
August 2017
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18 Aug 2017, 6:49PM | Action by: Zzyxzz
Attribute change
long description changed
July 2017
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02 Jul 2017, 4:11PM | Action by: Zzyxzz
Attribute change
file version changed to '2.0.5'
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02 Jul 2017, 4:11PM | Action by: Zzyxzz
File added
Better Explosives (Requires Far Harbor and Nuka World)
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02 Jul 2017, 4:10PM | Action by: Zzyxzz
Attribute change
file 'Better Explosives' changed to 'Better Explosives (NO DLCs)'
Better Explosives category changed
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02 Jul 2017, 4:09PM | Action by: Zzyxzz
Changelog added
Change log added for version 2.0.5
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02 Jul 2017, 3:50PM | Action by: Zzyxzz
Changelog added
Change log added for version 2.0.5
March 2017
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13 Mar 2017, 7:26AM | Action by: Zzyxzz
Attribute change
long description changed
September 2016
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30 Sep 2016, 5:35PM | Action by: Zzyxzz
Changelog added
Change log added for version 2.1
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30 Sep 2016, 5:35PM | Action by: Zzyxzz
Changelog added
Change log added for version 2.1
June 2016
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12 Jun 2016, 2:51PM | Action by: Zzyxzz
Changelog added
Change log added for version 2.0
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