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borjoyzee

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borjoyzee

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About this mod

---Discontinued---

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Moddable Grenades & Mines
--- NOTE: Discontinued, new version here.---

Ever wondered why you couldn't modify grenades or mines? Or maybe the fact that you can't just made you never think about it? I'm kinda in the middle myself, until I was tinkering in the CK looking at weapon mods for something else I was modding. So I tried to replicate what Beth did with other weapons and their modifications, and through blood sweat and gritted teeth, testing tweaking, testing testing tweaking....damn that never worked, hmm what the hell is it?!? Back to the drawing board, tweaking testing until I hit the lightbulb moment, holy carp I got it! Testing tweaking...ugh, I don't wanna talk about it anymore.

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.

Minutiae

  • 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.

Testing and Results

To test the damage numbers, I had the original and one of each tier of enhanced grenade/mine. Then, after finding some poor sap....err victim, used the console command "getav health" to see how much health they had undamaged. I then saved my game and used the original grenade on them to see how much damage it did and noted the result with the getav health command again, then reloaded to test the next tier. Do that if you want to test yourself. Here are some results:

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

However, results will vary and likely be affected by your perks and their health + damage resistances, maybe even proximity to the explosion.

To install: just use NMM or put the esp into your data folder.

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.