Explosive Overhaul (ESPless)
A comprehensive overhaul for explosive mechanics in FNV!
Overview
This mod attempts to overhaul explosive mechanics, effects, and damage systems in the Mojave (TTW compatible!). Every aspect is fully configurable through the MCM, with changes taking effect without requiring a game restart.
Features
Arming Distance
- Explosives require minimum travel distance before arming
- Prevents point-blank self-damage from grenades and missiles
- Unarmed explosives deal configurable "thud" damage on direct impact
- Configurable thud damage percentage (default: 15% of explosion damage)
- Full credit to physicsgaming for this mod
Concussive Effects
- Realistic ringing sound effects when caught in explosion blast radius
- Configurable chance for effect to trigger (default: 25%)
- Immersive audio feedback for explosive encounters
- Not featured in any of my other mods, nor taken from another source
- Note: this is best paired with Explosion Reactions (see bottom of description) for a fully conussed feeling
Critical Knockdowns
- Explosive critical hits can knock down targets with ragdoll physics
- Configurable knockdown chance (default: 100%)
- Optional player ragdoll immunity
- Respects Stonewall perk
- Not featured in any of my other mods, nor taken from another source
Dog Head Fix
- Fixes dismemberment issues with canine enemies
- Prevents incorrect head detachment on explosive kills
- Ensures proper gore effects for all creature types
- Previously released by me here disable/uninstall this old mod if you have it
Explosive Gore
- Enhanced dismemberment and gibbing effects from explosions
- Configurable limb severing vs full gibbing based on distance
- Direct hit multiplier for increased gore chance
- Minimum damage and force thresholds
- Optional player immunity from gore effects
- Previously released by me here disable/uninstall this old mod if you have it
Firebomb Impact
- Incendiary grenades and firebombs detonate on impact
- No more waiting for timer-based detonations
- More tactical and responsive explosive gameplay
- Full credit to thefalloutoverki11 for this mod
Grenade Weighting
- Makes grenades heavier and less bouncy
- Drastically reduced bounce and increased friction
- More predictable grenade placement and control
- Realistic physics for tactical gameplay
- Not featured in any of my other mods, nor taken from another source
Ignore Line of Sight
- Explosions deal damage through cover and obstacles
- Simulates realistic shockwave propagation
- No more hiding behind thin walls from explosions
- Full credit to Bunslinger for this mod
Impact Dynamite
- Dynamite detonates on impact instead of timed fuse
- Covers both standard and long-fuse dynamite
- More predictable explosive timing
- Tactical control over detonation
- Not featured in any of my other mods, nor taken from another source
Ordnance Destruction
- Explosions can destroy placed mines, grenades, and other ordnance
- Chain reaction explosive scenarios
- More dynamic battlefield interactions
- Full credit to Bunslinger for this mod
Power Armor Protection
- Power armor provides additional resistance against explosive damage
- Configurable damage multiplier (default: 75% damage taken)
- Makes power armor more valuable in explosive combat
- Adapted from GRUmod's mod featured here
Realistic Explosive Speed
- Adjusts explosive projectile speeds to more realistic values
- Missiles and grenades travel at appropriate velocities
- More tactical timing for explosive encounters
- Previously released by me here disable/uninstall this old mod if you have it
Dud Explosives
- Explosives have a chance to fail and not detonate
- Skill-based system: 1-10% failure rate based on Explosives skill
- Higher skill = lower dud chance (100 skill = 1% dud chance)
- Custom dud sound effects included
- Adds realism and makes skill investment meaningful
- Not featured in any of my other mods, nor taken from another source
Grenade Replacer
- While I was editing the grenade nif I thought "these look gash, maybe I can replace". So I did.
- Or rather I used this excellent mod so bit thanks to DogtoothCG
- Note: the video was made before I replaced this, and the weightyness - so your mileage may vary :)
Configuration
All features can be individually enabled/disabled and configured through MCM. Settings include:
- Enable/disable each component independently
- Damage percentages and multipliers
- Chance percentages for effects
- Distance thresholds
- Player immunity options
Note: some options require a reload, as is the nature of scripted changes. The MCM will tell you which ones can't update. Usually replacers or changes to lists that can't be immediately updated.
Best Paired With
This update is pretty comprehensive but I always use these mods too
- Explosion Reactions by the almighty Stentorius
- Hit Explosives by the sultry benefactor Hitman
Thanks to n2jay for the image!
Instructions
Install requirements and use MO2 or place in Data/
Requirements
Explosive Overhaul (ESPless)
Main file.