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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
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Console modding permissionThis mod won't work on consoles or would not be acceptable on Bethesda.net according to their rules
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Changelogs
Version 1.5.0
Updated to make use of the latest Papyrus Common Library version
Quest items are now ignored by the mod
Version 1.4.0
Swapped the dependencies Lighthouse and Papyrus Script Runner with Papyrus Common Library
Version 1.3.0
Removed support for flamers, as the implementation wasn't great - it will maybe be re-implemented at some point with RobCo Patcher
Removed explosions from fusion cores, as it caused issues with firing from the gatling laser
Version 1.2.0
Added support for weapons whose ammo's projectile is explosive instead of only their override one, like for the Fat Man or the flare gun
Added support for fusion cores and flamers
Version 1.1.0
Added support for the latest version of Garden of Eden Papyrus Extender
Added support for explosive ammo, like missiles, mini nukes, etc.
Therefore, added Lighthouse Papyrus Extender as a requirement
Version 1.0.0
Initial release
Donations
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Showcase
Spoiler:
Show
Introduction In vanilla, explosions can only happen on weapons that have been thrown by someone, like with a grenade or a mine. In their base state, they don't react to hits at all, only their physics do. This mod solves that inconsistency.
Features
Hitting explosive weapons and ammo will now cause them to explode
Chain reactions are possible, depending on the explosion radius
Automatically compatible with all weapons and ammo that can spawn an explosion on them
No plugin - Can be installed and uninstalled at any time
Notes
Chains reactions with a few dozen explosives are feasible, any more than that and the game becomes a slideshow