Fallout 4

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Seanms1991

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Sean_s

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About this mod

A collection of 50 grenades, mines, deployable turrets, and more!

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Welcome! This is the...


This mod has been remade, you can find the sequel here, Grenade Expansion Pack 2!

You can also find the spinoff mod for the turrets in this mod, Deployable Turret Pack 2!


Featured on Tyrannicon's FALLOUT 4 MODS starting at 1:55.
Featured on theDeluxeSam's FALLOUT 4 MODS starting at 2:40.
Featured on Chloi Rad of IGN's list of Best Fallout 4 Mods of the Week - 1/7/2016.


GXP adds 40 new, craftable grenades, most notably many "contact explosives" that behave like Molotovs and more!

It also adds 10 turrets as deployable weapons that can be used anywhere, at any time, as an addon.

And with the optional Integration addon, the most notable grenades are
integrated seamlessly with the game.

There is now also versions that adds sorting tags in compliance of
Better Item Sorting and Valdacil's Item Sorting included in the FOMOD installer.
The original B.I.S. patch was created by DRunkCoWBoy69!

You will be able to craft any grenade at your local
Chemistry Station under [Grenade].
The Darts are craftable under [Drug].
There are also new Mines under [Mines].
To craft Turrets, look under the [Mines] section.


The main reason I started this mod was to add more grenades like the Molotov, ones that explode on contact. They are fun and satisfying, but sadly don't pack that much punch. Along the way I was inspired to add other types of grenades as well, from the traditional to alternatives to using the Syringer, to mines you can throw or chems you can use on others. Finally, there are the deployable turrets, one of the most powerful parts of this mod, so much so I made them optional just in case they were too much for some people. That isn't to say there aren't any downsides, as I listed below.

They are balanced to fit alongside the rest of the game and make sense. There isn't anything too crazy or over-the-top, everything is craftable and believable from within the Fallout universe.
There are five different categories of grenade listed below, as well as the turrets and more details on integration with the rest of the game.

Here is the list of all the grenades and features for this mod.

"Contact explosives” – Throwable, Molotov-like objects that detonate or are set off on contact.

Buffed Rat Poison100 Poison Damage over 10 seconds – Take some deadly chemicals and add in more, put it in a can, and throw it away. When it lands it creates a cloud of poisonous gas.

Liquid Nitrogen
- 50 Physic
al Damage and cryo effect – A freezing cold and brittle container of cryogenic chemicals. Much like a cryo grenade, but breaks on contact with surfaces, enemies, friends, anything really!

Nitroglycerin
- 100 Physical Damage – A notorious contact explosive, distilled down and put into a fancy bottle. When thrown it explodes on contact, however it tends to do slightly less damage then a Frag Grenade, it is far easier to deploy.

Tesla Conduit - 100 Energy Damage – Like a Pulse Grenade but far more fragile and slightly less powerful. If you
really hate robots, then this is your ticket to thwart their rebellious nature.


Buffed Mole Ray Repellent - 150 Poison damage over 10 secondsA little recipe from D.C. bolstered with everything else nasty you could think of. A powerful poison that may have some...completely intentional side effects.

Acidic Vapor - 200 Acid Damage over 8 secondsIf you've ever been spit on by a Mirelurk, you know how this feels. Now you can make others experience the pain to! Only problem is the somewhat tight effect radius, but it's manageable. While the pool of acid is around, anyone who walks over it gets covered with acid as well! There is also a large chance that those who are unfortunate enough to die coved in acid will leave behind a puddle of goop for you to take their items from.

Plasma Cell - 100 Physical Damage and 100 Energy Damage - A little packet of high-energy atoms that are waiting and ready to burn some faces. Best of both worlds, destroy flesh and steel in a single throw!

Artillery Shell - 200 Physical Damage - Tired of those Minute Men never responding to your Artillery Smoke Grenades? Take matters into your own hands, deliver hell yourself! Be careful though, these shells don't throw like your standard grenade.

Damaged Fusion Core
- 300 Physical Damage – A carefully crafted combination of a Fusion Core and a Ball-Pein Hammer. When thrown, it will explode on contact with an explosion not unlike a Nuka Grenade, however with less direct fallout damage. As such, technically not as powerful but a little more plentiful.

Overclocked Fusion Core
- 300 Energy Damage – A carefully tweaked Fusion Core
that releases all it's stored energy when thrown. Comparable to the Damaged Fusion Core, but with energy damage. Make those Sentry Bots pay for their existence!

Overloaded Alien Round25 Physical Damage, but high knock-back force - What happens when you take alien technology, break it open, mix in some chemicals, and throw it at your enemies? Well, it knocks them on their ass of course! But, if they aren’t on their feet and get hit, who knows where they’ll end up.


“Traditional Grenades” – Throwable objects that take time or effort to detonate or set off.


Dud Grenade
150 Physical damage, if it goes off – An intentionally (or unintentionally) compromised Frag Grenade that doesn’t self-detonate. Instead, it must be remotely triggered by any type of physical damage. It’s explosion, due to improper construction, is twice as large as a normal Frag. Great for tricking your friends! “It’s just a prank, bro!”

Overcharged Battery150 Energy damage if detonated – Ever charged your phone for so long that when you shot it with your gun, it erupted into a large cloud of dangerous electrical energy? No? Well, it's the same principal, don't overcharge your batteries, unless you want to make a trap that has twice the damage radius of a normal grenade.

Full Jerrycan100 Physical damage plus fire hazard – Simply a full tank of gas. It doesn’t self-detonate, but can be set off by any physical damage. In a lot of ways it’s like the Incendiary Grenade, however has an effective radius of twice a Frag, Molotov, or Incendiary. Good for buffing hazards.

Incendiary Grenade100 Physical damage plus fire hazard – A more sophisticated alternative to the Molotov Cocktail. It does more damage than a Molotov, however takes time to detonate so is harder to use.

Energy Relay - 200 Energy damage - A sophisticated grenade that takes advantage of the Institutes most shocking technologies! While it's more powerful than a standard grenade, it tends to have a shorter fuse, so be careful.

Dirty Bomb50 physical damage, plus 200 Radiation damage – A deadly mix of explosive and radioactive materials, also known as the poor man’s nuke. It does not explode on contact, however has a short fuse, so be careful where you throw that thing!

Throwing Knife75 Physical DamageA cheap, easy to construct throwing knife that will stick into objects and people! If you miss, you can even get your knife back! However, the person you just stabbed from across the room won't be so generous, but what do they know, they have a knife sticking in their brain!

Set Alarm ClockEffect, attracts enemies’ attention – After a bit of tinkering you get an Alarm Clock to work. Turns out no one knows what they sound like anymore and don’t know how to turn it off. When thrown into a group of aggressive enemies, they will attack the affront to their eardrums until it is finally silenced. You may have to do that yourself, if no one else bothers.

Cryo Cell Cluster - Deploys 10 small Cryo Cell mines that do 20 Physical damage each plus cryo effect - Wasn't sure where to put this one, so why not here? It goes off on walls like a contact explosive, it's also a standard grenade because it also has a timed fuse, and it deploys mines so really it's a little of everything. Throw it far in front of you to create a small minefield of touch sensitive Cryo Cells that don't do much damage on their own, but in a chain reaction can do some heavy damage. Great for groups but be careful not to get caught up in your own trap. Those things can end up anywhere!

Fire Bomb - Deploys 10 combustible shells that do 10 Physical damage each plus fire hazard - If you weren't happy starting fires with matches then this may be the trick. Just take this little puck and throw it over any unsuspecting flammables and watch as fire rains from the skies! Or throw it at one guy you really hate, go ahead, I'm not stopping you.


“Neural Chemicals” – Canisters of chemicals the effect the behavior of targets.

Amnestic MixEffect, targets forget player’s location for 30 seconds – Based on the Mind Cloud syringe, it makes your targets forget you’re even there. Great for multiple sneak attacks, and now you can carry it with your silenced weapon in hand!

Anger AirEffect, targets attack allies for 10 seconds – Based on the Berserk syringe, you can throw it into a group and make them finish themselves off! While more potent than the original, to compensate it doesn’t last as long. If you’re tired of happiness and relaxation, take a whiff of Anger Air™!

Fear ToxinEffect, targets run in fear for 30 seconds – Based on the Yellow Belly syringe, it makes all that inhale the smoke afraid of you. They see you as something else, something terrifying, good thing no one has enough of this stuff to fill a city…

Relaxing FragranceEffect, targets become passive for 30 seconds – Based on the Pax syringe, it combines all the wonderful things left in the world and weaponizes them. You’ll be buddies with raiders while they chill out over the smell of Mutfruit and Nukacola.

Paralyzing GasEffect, paralyzes targets for 10 seconds – Based on the Lock Joint syringe, enemies will freeze like statues to this chemical. Maybe it’s the smell, maybe it’s the deadly chemicals, but either way you should be able to enhance your mannequin collection at least.

General AnesthesiaEffect, reduces targets damage resistance by 25% for 2 minutes – Based on the Endangerol syringe, your enemies will feel all numb and wobbly after a simple huff. True, they may not be able to feel the pain, but targets tend to lower their guard and make themselves prone to injuries.

Tremor ToxicantEffect, has chance to disarm opponents – NOT based on Syringer ammo, this is a simple mix of lubricants and toxins specifically selected to cause butter fingers. Your targets hands have never felt quite so stiff, making it easy for a slip of grip. By the way, please suggest a better name, we're out of ideas.


“Disguised Mines” – Mines that have been modified to be throwable and innocuous.

Disguised Bottlecap MineThrowable, looks like a Vault-Tec Lunchbox – While you may argue this was unnecessary, come on, the normal Bottlecap Mine looks sketch as hell. You’d for sure get expelled for bringing it to class. However now you can pack your explosives in peace.

Disguised Dirty Water Mine - Throwable, looks like Purified Water - If your enemy is thirsty, and who isn't these days, take advantage with this new unique mine! Surprise them as they reach for a drink, only for it to explode into high pressure water dealing both 50 Physical and 50 Radiation damage! It'll stagger them, leading to an opportunity to strike.

Disguised Cryo MineThrowable, looks like a Coffee Pot – What, never heard of iced coffee? If you’re in the mood to serve some cold justice, well this is at least an option. Someone sees this on the floor, thinks “Oooh, coffee!” then blam! Frozen solid.

Disguised Fragmentation MineThrowable, looks like a can of Red Paint – Ah yes, America’s paint. Full of freedom, democracy, high explosives.  Ain’t nothing more patriotic, with this you’ll be painting the walls red alright. Be sure to throw it into the houses of any dirty commies you see.

Disguised Pulse MineThrowable, looks like a Giddyup Buttercup Head – If you need to send a message, this is how you do it. However, horses have been gone for a while, so you’ll have to compromise. Any robot that tries to sleep peacefully at night will be met with a rude awakening.

Disguised Plasma MineThrowable, looks like a Teddy Bear – Come on, we all knew these things were deadly. How many have you seen around corpses, with strange objects, and hiding in cold dark corridors? Now you can rear them as your own and deploy them to unleash their deadly deathness.




“Chem Darts” – Small darts meant to be thrown into companions for a quick boost, or detriment.

Stimpak DartInjects target with a Stimpak Yep, now you don't have to wait for your friends to lay bleeding on the ground before you can give a helping hand! Throw them a Stim, and they'll be on their feet in no time! Just a warning, not everyone will appreciate the chemicals you just threw into their veins. Savages.

Buffout Dart
Injects target with Buffout – If you feel your companion could do with a bit of bulking up, this classic steroid should do the trick! Make them healthy, strong and tough in just one shot. Effects last for 5 minutes, like normal Buffout. Side effects may include testicular shrinkage and addiction.

Med-X DartInjects target with Med-X – If your companion is feeling a little down, a tooth ache or bullet wound lingering on, then I think they deserve a shot of morphine Med-X! Make the pain go away, and increase their resistance to damage as well. If they start getting shaky after disuse, just give them more!

Psycho DartInjects target with Psycho – If you think your companion isn’t pulling their weight and pulling their punches, there is nothing like a dose of Psycho to give them a boost. Watch as they are filled with enthusiasm for their work, and won’t stop even for bullets! Now Cait, put down that Fat-Man!

Bleeder Dart - Effect, causes 75 points of Physical damage over 10 secondsBased on the Bleed out syringe, if your partner or enemy both look like they just have too much blood, help them out with a Bleeder Dart! Slice them open and drain them like a pig, this easy to build dart will make the perfect gift for their necks!

Larva Dart - Effect, chance to spawn Bloatfly on death - Based on the Bloatfly larva syringe, now you can fulfill your sickest...fantasies? Yeah...fill em up, with your...larva and...ugg. Why, why would you do this to someone? It doesn't even do extra damage to them! In fact it just makes things harder for you when you have to deal with a Bloatfly afterwords! If you use this, or the Syringer equivalent, you're one sick puppy and I hope you know it!


“Deployable Turrets” – A special addon to the main mod, deploy a temporary turret anywhere you go.

This is pretty self-explanatory so I won’t get into the details. This addon, which can actually be installed by itself if you choose, adds all 7 turret types from the workshop as deployable “mines” to use to your liking. This includes the Machinegun Turret and the heavy variant, the Laser Turret and the heavy variant, the Shotgun Turret, the Spotlight, and finally the Missile Turret. They can be very powerful and very effective in the right location.

As of 1.4.0, there are 3 more unique deployable turrets.

There is the humble Gamma Turret, good for humans who aren't rad enough.

There is the modest Plasma Turret, a great combination of physical and energy damage.

Then there is the FAT MAN TURRET! GOOD FOR TOTAL DESTRUCTION OF EVERYTHING YOU DON'T LIKE!
While perhaps a bit much, I can say it's the most beautiful thing I've ever made so I'm happy to include it here.

However there are some drawbacks you should be made aware of.

  • The turrets are a one-time use. You have to leave it where it lays, as currently there isn’t a way to repackage them one deployed. Perhaps when the GECK in released, this can be fixed.
  • The turrets disappear when you get too far away. From what I’ve seen the distance is roughly the space from mid Sanctuary to the Red Rocket station. Got to keep an eye on your hardware.
  • The turrets cost over twice the resources to build. Each one takes more supplies to make, but also need their type of ammo and compact power, in the form of fusion cells, to make portable with the exception of the Machinegun Turrets that only require ammo.
  • The turret cases are increasingly heavy. You’re lugging a whole turret around, each one is pretty heavy, however the stronger the weapon attached, the heavier the case is. This does prevent you from lugging dozens of these around sadly, but their effectiveness can outweigh this downside.
  • The turrets can be defeated and stay dormant. While technically they can’t be destroyed, they will fall in a state of disrepair after taking enough damage. Perhaps when the GECK is released, I’ll be able to add a way to repair them.


“Grenade Implementation” – Another addon that integrates many of the new grenades into the game.

This may also be self-explanatory but, this addon adds many (not all) of the new grenades to most grenade spawning lists for enemies, containers, and vendors. They’ve been distributed carefully throughout based on effectiveness and perceived rarity, making it so you don’t get hit with a vial of Nitroglycerin at level 1. This includes the Dud Grenade, for example, so there is a chance that enemies will throw duds by mistake, which can create an opportunity for you. The length of each level list has exactly doubled thanks to the new grenades, and that doesn’t even include a lot of them.

The type of grenades you’ll find out in the wild are Dud Grenades, Full Jerrycans, Incendiary Grenades, Buffed Ratpoison, Tesla Conduits, Liquid Nitrogen, Nitroglycerin, Dirty Bombs, and at higher levels Plasma Cells and Damaged Fusion Cores, and some surprises here or there. People won’t be throwing any of the Neural Chemicals, Disguised Mines, Chem Darts, or Deployable Turrets (although of course, they will have the normal ones).


“Compatibility” – A statement and warning about the compatibility of this mod with others.

There is a version that adds the tags from Better Item Sorting available as an installation option in the main FOMOD. This version doesn't require Better Item Sorting to be installed, however it is highly reccomended. The original version of the tagged version was patched by DRunkCoWBoy69 who beat me to the punch making it and deserves his credit here.

There are other versions that supports the tag styles from Valdacil's Item Sorting as well, which are also electable from the main FOMOD. These also don't require Valdacil's Item Sorting to be installed to operate.

This mod changes no values or records of the vanilla game files, with the exception of the Integration addon that adds the new grenades to the games grenade spawn lists, so any mod that changes those will conflict. As of 1.4.0 no explosive records are used from vanilla, so any change to a grenade or mine in vanilla will no longer effect this mod in most cases.


Thank you everyone for looking at my mod :) This is my first somewhat sizable mod, although I've been doing small mods and digging around in the files for personal whynotsitz for years. If you have any suggestions, problems, or bug reports, please let me know in the comments.