Ok enough of that. Each grenade and mine can now be upgraded up to four times, increasing damage each time. Not by too much, it's sometimes difficult to reach a balance, and in an effort to balance I used other weapon mods to get an idea of how much each upgrade should increase damage, it was generally around 20. Anyway I'm willing to adjust the numbers if need be, and if I agree that it needs it. Take a look at the screenshots to get an idea of the numbers and requirements. I think I may upload a seperate version that increases damage on some of them at some point, if anyone wants it.
- Each level for them all increases stagger. Level 1=small stagger, 2=medium, 3=large, 4=extra large.
- Each level needs increasing Demolition Experts ranks. Plasma, Pulse and Cryo 'nades and mines need Science ranks.
- They get renamed, eg: Enhanced Cryogenic Grenade or Enhanced Nuke Mine. (Screenies say "Powerful" but I changed it last minute)
- You'll get the misc mod item in your inventory if you change a level, to use again. (or sell)
- Each level increases value and weight. (weight doesn't go over 1 though, max is 0.9)
- To upgrade you basically need reduced amounts of the mats they usually take to construct.
Ada with health at 630
- Normal Pulse Grenade reduced health to: 556
- Power 1: 538
- Power 2: 520
- Power 3: 501
- Power 4: 481
Preston with health at 610 (I enjoyed this testing for some reason)
- Normal Cryo Grenade reduced health to: 432
- Power 1: 411
- Power 2: 393
- Power 3: 375
- Power 4: 357
Deathclaw with health at 510
- Normal Frag Mine reduced health to: 359
- Power 1: 342
- Power 2: 326
- Power 3: 308
- Power 4: 291
Bugs/Incompatibilities: I had to edit each grenade and mine so weapon mods could be attached to them. Any other game mods you have which affect grenades and mines in some way might conflict and override what I did. Try putting this lowest in your load order in which case, otherwise you're gonna have to decide which mod you'd rather have.