Please read the FAQ and planned update below before asking questions! <3
FREQUENTLY ASKED QUESTIONS
Q: They aren't showing up in the Chem Station A: This is likely due to a mod you're using which moves all of the grenades out of the chem station to another type of custom crafting bench. See if the mods you're running add a separate ammo/weapon crafting bench and they'll likely turn up there. A lot of times big overhauls and mod packs will do stuff like this, which is why it's important to understand what you're installing.
Q: Can you make this explode locks/doors? A: There are mods that do this already, and it's fairly involved. I would be surprised if they are not compatible. If not, I'll look at making patches.
Q: HOW TO USE WITH FO4 HOTKEYS! A: Make sure you have a detonator in your inventory, and add the following to your HotKeys.INI. Please see FO4Hotkeys for set up and support.
Q: What vendors sell the items? A: Everyone who sells weapons will sell IEDs at level 10, C-4 and Pulse Charges at level 18. Proctor Teagan will only sell high tech weapons, and starts selling a little early at level 16.
Q: CAN YOU ADD (INSERT CRAZY IDEA)?! A: The scope of this mod is to remain very focused. No suicide vests, drone strikes, skydiving atomic robots, mercenary mutfruit armies, or exploding jeeps.
Q: Can I make C-4 pick-pocket act like vanilla? A: Yes, type set RemoteExplosive_UsePickpocket to 0 in the console and the new explosives will revert to vanilla behavior like the frag mines/grenades (they will automatically explode as soon as pickpocketed, you will not control when.) Set it to 1 to get the new functionality back. If any more configuration options become a part of this, a holotape config will be added.
Q: Are they PLASMA or PULSE charges? A: PULSE. I am a moron and keep accidentally interchanging pulse and plasma.
Q: Can you make the C-4 be thrown further?? A: Ahhh yes, this is a case for FO4Edit! Download that, and alter this setting on the projectiles to your hearts' content. Default is 400, maybe try 600. See example here.
Q: Sometimes explosions don't do much damage. Why is that? A: This is an issue with vanilla mines/grenades as well. Sometimes a tiny rock, small object, or other object with inaccurate collision will make the engine think the NPC is in full cover. This is a raycasting issue with explosion projection at the engine level I can't fix. I bump the explosive into the air slightly before detonation to try and compensate for this, which helps A LOT.
Hi! Because I have so many mods for both Fallout 4 and Skyrim, I unfortunately cannot answer every comment and message, or troubleshoot every issue, or it would literally take up my entire day. I hope you understand. Lots of other people are helpful and do respond to posts made, so please feel free to post a question or issue here, as others may have the solution. Also, with regard to bugs, if out of 200k downloads you are the only person experiencing a specific issue, please understand that it may not be related to the mod. This stuff can be tricky! Thank you for your patience and understanding!
This mod would probably fit better with fallout london. There is this one supermart you see, and it has this one thing in there that needs to die fast but far away from the player:-)
There are some truly annoying npcs in london as well so this would get rid of them for sure!
The loose files choice still says 2.0 in the title and says it hasn't been updated since 14 June 2024 but the version number states 2.1. Has it been updated or not?
Regardless, thank you so much for the mod and the time and heart you put in it. Have a good weekend!
Hi! It hasn't been updated but mod managers freak out when there is a mismatch between version numbers, and people will ask for years and years on mods what the difference is.
I just made sure everything is 2.1 across the board, but the loose files version hasn't changed at all.
Will you be updating the loose version? Not a biggie if you don't. Just curious. I enjoy it so much I'll just wait to switch to the one that was updated on my next playthrough. Thanks again for sharing the mod and the big booms!
The loose files version is exactly the same. The updated main file is just fixing the archive type, which doesn't affect the loose files version. I fixed the description to avoid confusion
Is the ESPFE just the standard one with the ESL flag checked? I've noticed on previous versions the forms are already considered compacted so when I run one of the scripts to see which esps I can safely flag, this one is one of the ones that says "Just check the ESL flag" instead of requiring the forms to be compacted.
(Downloaded and checked both. Ran that script on the standard one and got the "Check ESL" option, but loaded the ESPFE just in case. I still have my old version archived just in case.)
Do you think you can make remote detonation smoke grenades? That makes artillery spotting very, very tactical as you infiltrate, set the boomtarget grenade, then detonate the thing when you have exfiltrated the Hell out of the target range.
I have the same problem as Wolfar15. Can put down 9 bottlecaps mines at once, detonate them, put down over 30 fragmentation mines and have them all detonate at once, also affecting the bottlecaps on the ground from the mines, without problem. But even four C4 detonated at once can instantly crash the game.
Interesting that this became a problem for some folks recently. The mod hasn't been changed since 2017, so it makes me wonder what the surrounding circumstances are that have arisen. I think it might be an audio hardware issue. Looking into it.
Very interesting, leads me to believe even further that it's a sound issue.
Can you download and try this? It's not a mod manager ready RAR file, it contains two folders, one with ESP one with ESPFE (ESL). Replace the plugin in your load order and give it a try. I removed the sounds as a test.
Sorry for the late reply, didn't think to check in here before 20 minutes ago. I replaced the original ESP with the one from ESPFE, and now that the sound is removed, I can detonate many C4, Improvised Explosives and Pulse Charges at once without problem.
I have a request. Can you make it possible to pick up the explosives to move them around? The C4 is not possible to pick up by holding E, and the message "This item is too heavy to carry." pops up. The other explosives don't even give the message when I attempt to pick them up.
So I did some testing. I can place down literally hundreds of nearly any kind of mine, including nuke mines, and shoot them and I don't even lose a frame. The only mine that causes any lag is the bottlecap mine but I never got the game to crash, just lag, no matter how many I put down and shot. However, if I try to detonate any more than 2 or 3 of these explosives at once the game instantly crashes. I'm not really sure why that would be the case considering I can fill up Sanctuary with Bottlecap mines, shoot them, and get a lag spike and nothing more.
Nah, 1.10.163. Maybe it's just my PC, it's getting a bit old. Edit, sorry for the random comment, I was redoing my load order and wondered if this mod had an update or anything.
Good to know. Not a random comment at all, this is helpful stuff. There are a few people who have run into this issue and I can't quite sort it out so any information is useful.
The Papyrus script runs a function to grab all of the references in the area, then damage them one-by-one to set them off. It's possible it might run too fast and hit what's called a race condition where basically the reference isn't ready to receive the next set of instructions.
Another potential culprit is audio -- with True Storms for example, at least on Skyrim LE, I had to make a version with lower quality audio because when too many thunder sounds happened simultaneously it would crash some people's systems who used onboard audio.
Same thing for me here to, i try to detonate anymore then lets say 3-4 at once my game instant crashes. Wanted to rid of desdemona and her crew in one big combined explosion :(
I got a 3060 and r5 5600x + 16gb ram but game is on hdd though.
In more testing, I noticed that the maximum I could detonate if they were fairly close together was 4. 5 would cause an instant crash. however, if I set them off by shooting them, this number went up to 7 with 8 causing an instant crash. I haven't yet tested them over a large area or multiple cells to see if that changes anything.
Thanks for more testing. It's really odd. They re-use vanilla explosions and everything, nothing tricky going on. Are you comfortable with FO4Edit? I might ask you to do some experiments for me.
675 comments
FREQUENTLY ASKED QUESTIONS
Q: They aren't showing up in the Chem Station
A: This is likely due to a mod you're using which moves all of the grenades out of the chem station to another type of custom crafting bench. See if the mods you're running add a separate ammo/weapon crafting bench and they'll likely turn up there. A lot of times big overhauls and mod packs will do stuff like this, which is why it's important to understand what you're installing.
Q: Is this coming to XBOX?
A: It's finally here! https://mods.bethesda.net/en/fallout4/mod-detail/4331690
Q: Can you make this explode locks/doors?
A: There are mods that do this already, and it's fairly involved. I would be surprised if they are not compatible. If not, I'll look at making patches.
Q: HOW TO USE WITH FO4 HOTKEYS!
A: Make sure you have a detonator in your inventory, and add the following to your HotKeys.INI. Please see FO4Hotkeys for set up and support.
YourHotKey=cqf RemoteExplosive_ControlQuest HotkeyDetonate
Q: What vendors sell the items?
A: Everyone who sells weapons will sell IEDs at level 10, C-4 and Pulse Charges at level 18. Proctor Teagan will only sell high tech weapons, and starts selling a little early at level 16.
Q: CAN YOU ADD (INSERT CRAZY IDEA)?!
A: The scope of this mod is to remain very focused. No suicide vests, drone strikes, skydiving atomic robots, mercenary mutfruit armies, or exploding jeeps.
Q: Can I make C-4 pick-pocket act like vanilla?
A: Yes, type set RemoteExplosive_UsePickpocket to 0 in the console and the new explosives will revert to vanilla behavior like the frag mines/grenades (they will automatically explode as soon as pickpocketed, you will not control when.) Set it to 1 to get the new functionality back. If any more configuration options become a part of this, a holotape config will be added.
Q: Are they PLASMA or PULSE charges?
A: PULSE. I am a moron and keep accidentally interchanging pulse and plasma.
Q: Can you make the C-4 be thrown further??
A: Ahhh yes, this is a case for FO4Edit! Download that, and alter this setting on the projectiles to your hearts' content. Default is 400, maybe try 600. See example here.
Q: Sometimes explosions don't do much damage. Why is that?
A: This is an issue with vanilla mines/grenades as well. Sometimes a tiny rock, small object, or other object with inaccurate collision will make the engine think the NPC is in full cover. This is a raycasting issue with explosion projection at the engine level I can't fix. I bump the explosive into the air slightly before detonation to try and compensate for this, which helps A LOT.
There are some truly annoying npcs in london as well so this would get rid of them for sure!
The loose files choice still says 2.0 in the title and says it hasn't been updated since 14 June 2024 but the version number states 2.1. Has it been updated or not?
Regardless, thank you so much for the mod and the time and heart you put in it. Have a good weekend!
I just made sure everything is 2.1 across the board, but the loose files version hasn't changed at all.
Will you be updating the loose version? Not a biggie if you don't. Just curious. I enjoy it so much I'll just wait to switch to the one that was updated on my next playthrough. Thanks again for sharing the mod and the big booms!
(Downloaded and checked both. Ran that script on the standard one and got the "Check ESL" option, but loaded the ESPFE just in case. I still have my old version archived just in case.)
Can you download and try this? It's not a mod manager ready RAR file, it contains two folders, one with ESP one with ESPFE (ESL). Replace the plugin in your load order and give it a try. I removed the sounds as a test.
https://www.dropbox.com/s/a01qitgm9tbsbji/RemoteExplosivesCrashFix.rar?st=676oaher&dl=1
I have a request. Can you make it possible to pick up the explosives to move them around? The C4 is not possible to pick up by holding E, and the message "This item is too heavy to carry." pops up. The other explosives don't even give the message when I attempt to pick them up.
What version of FO4 are on? Next-gen?
The Papyrus script runs a function to grab all of the references in the area, then damage them one-by-one to set them off. It's possible it might run too fast and hit what's called a race condition where basically the reference isn't ready to receive the next set of instructions.
Another potential culprit is audio -- with True Storms for example, at least on Skyrim LE, I had to make a version with lower quality audio because when too many thunder sounds happened simultaneously it would crash some people's systems who used onboard audio.
I got a 3060 and r5 5600x + 16gb ram but game is on hdd though.