Useful Pulse and Cryo explosives 1.1b

⭐ ⭐ (183 endorsements) 📥 2,763 downloads 📌 v1.1b 📅 6/13/2017
⚪ Last updated 2017

By Lythael · Patches

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 7/27/2017 📅 Created: 6/13/2017
⚠️ Install Order · 2 steps
1🛠️ F4SE — Fallout 4 Script Extender Download ↗
2🔧 UFO4P — Unofficial Fallout 4 Patch Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 6.6% endorsement rate — high engagement, a strong quality signal
  • 🏆 #56 of 75 Patches mods in this game by downloads

📋 About This Mod

✅ --------------------------------------------------------------------------------------
✅ ---------------------------------------------------------
✅ A little info regarding the freeze bug
✅ Suprisingly it was caused by enemies dying at same time while any vanilla paralysis effect triggers
✅ It causes enemies to respawn in dead like state and unresponsive after cell reset.

Are you sick that Pulse grenades dont do increased dmg agaisnt robots? Or that they hurt organic targets? Or maybe you are sick that Cryo grenades dont freeze enemies? Well worry no more my mod fixes those problems.

I really hated that Pulse grenades in vanila just did flat 150 dmg to both organic and robotic targets.  Or that cryo grenades aren't as useful as the Fo3 ones.

1. 1b Cryo Changes: -Tweaked the Cryo grenade's damage to do 200 flat cryo damage over 1 sec duration (This ensures it will prevent enemies to be bugged upon cell reset) *Downside to this is that Cryo Grenades no longer benefit from Demolitions Expert damage but this is a small price to pay for a functional freezing grenade that dosen't break your game. - Should be safe to use now if you don't have any mod or unofficial patch that fixes vanilla freeze bug. Go ahead and turn your enemies into popsicles without any worry :)

1. 1b Pulse Changes -Robots and low gen Synths caught in pulse blast flee for 10 sec -Turrets affected by pulse grenades go haywire and attack everything on sight for 30 sec

Changes: -Increased pulse grenade/mine explosion dmg to 300 electrical dmg against robots/turrets/gen 1 synths. -EMP blast Stuns robots for brief moment. -Pulse grenades no longer hurt organic targets but the explosion can also stagger organic targets. -Power Armor users get shocked and staggered when caught in Pulse blast (Including Player wearing PA) -Slightly tweaked the crafting recipe for Pulse grenades and mines  -Cryo grenades/mines explosions in addition to the default freeze slow effect now have 75% chance to freeze your opponents solid for 3 seconds. (Also affects the Player if caught in the blast so watch your step ;> )

  • --------------------------------------------------------------------------------------
  • IMPORTANT
  • ---------------------------------------------------------
  • A little info regarding the freeze bug
  • Suprisingly it was caused by enemies dying at same time while any vanilla paralysis effect triggers
  • Usually from explosives that have paralysis effect or weapons that 1 shot while applying paralysis effect (for example Freezing Gauss Rifle crit shot)
  • It causes enemies to respawn in dead like state and unresponsive after cell reset.

Took me a while to figure out how to bypass it the solution was so simple to make the paralysis effect to be applied before target dies by switching instant damage to damage over time So simple! Tested it and violla no cell respawn bug anymore.

Tho i still suggest to use this mod as it fixes the Cryolator: http://www.nexusmods.com/fallout4/mods/10000/? Mine mod dosen't touch Cryolator mine just fixes the Cryo grenades and mines.

As per usualy if you notice any overlooks or bugs LET ME KNOW.

📊 Mod Details

Game
Fallout 4 Mods
Author
Lythael
Version
1.1b
Downloads
2,763
Endorsements
183
Category
Patches
Created
6/13/2017
Updated
7/27/2017

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