Improvised Weapons
Community Rating
Update 1.15 now live!
Base damage increased to 360. Damage amount now shows on weapon UI card. Fixed inconsistent particle rendering issue. Update 1.1 Update information visible in the slides!
Improvised Weapons - "Built from scrap. Designed for chaos."
Improvised Weapons introduces two handcrafted tools of destruction built from scrap, wit, and questionable safety standards:
Improvised Detonator – A makeshift remote trigger assembled from salvaged electronics. Used to activate compatible explosives from a safe distance (relatively speaking).
Improvised Explosive Can – A thrown explosive device built around a scavenged aluminum can, filled with volatile components and packed for unpredictable results. Loud, messy, and best used far from anything you’d like to keep.
How to Use
Equip the Improvised Explosive Can from your inventory and throw it like any grenade. Equip the Improvised Detonator to manually trigger thrown explosive cans or other connected devices. These weapons are especially useful for ambush setups or creative problem solving. Use responsibly (or don’t).
Availability
These items have been discreetly added to select vendors across the Settled Systems. Due to their arguable legality and improvised nature, availability is limited. You can sometimes find improvised weapons at:
Trade Authority (various locations)
Best Defense (Hopetown, Valo system)
Weapons Shop (The Key, Kryx system)
Zuri’s Essentials (The Key, Kryx system)
Reduce, Reuse, Recycle
Who doesn't love the rich flavors of Can-Uck brand foods? Well now you can repurpose those aluminum cans you get from consuming Can-Uck canned food to craft improvised explosives!
Crafting
Both weapons can also be crafted at any Industrial Workbench, provided you meet the following requirement: Demolitions Perk – Level 1 or higher
This allows players with a knack for explosives to assemble the devices themselves using salvaged parts such as Empty Aluminum Cans, Zero Wire, and other common materials.
This Anvil Creation was brought to you by; Korodic (Script Wizard / Designer) Catabasist (Concept Artist / 2D) Malloy (3D Asset Pipeline / Integration)
Special thanks to; ProfX for UI Guidance and Support, Starfield Geometry Bridge (SesamePaste), Nifskope (fo76_utils), House Of Lasagne Community, Bethesda Creations and QA team.
Release notes
Xbox
-
1.15## Change log:
Playstation 5 release. -
1.15## Change log:
- Base damage increased to 360.
- Damage amount now shows on weapon UI card.
- Fixed inconsistent particle rendering issue. -
1.1## Change log:
- Bug fix: Can-uck! Pilsner now gives 1 aluminum can when consumed.
- New feature: Contextual equip. Contextual equip will: (1) Take note of your last used non-IED detonator weapon and non-IED payload as they are equipped. (2) When equipping the detonator, equip the last used IED payload. (3) When the detonator is equipped and you equip a non-IED throwable, equip last non-IED detonator weapon.
- IED Explosive Can no longer matches frag grenade explosive damage, increased from 100 to 350 (3.5x increase). While this value may seem high, please note: Explosives do not have tiered quality like weapons, explosions damage decreased if outside of the minimum radius, thrown explosives do not crit, and the vanilla skill/perk may not give as much of a damage bonus for explosives compared to other skill/perk increases.
- IED Explosive Can now applies damage attributed directly to the player. Damage will receive bonuses from the Demolitions perk.
- IED Explosive Can now comes with a VFX that matches the damage buff visually.
Make sure you are clear of the blast zone! -
1.00== Describe this release ==
Playstation
-
1.15## Change log:
Playstation 5 release.
PC
-
1.15## Change log:
Playstation 5 release. -
1.15## Change log:
- Base damage increased to 360.
- Damage amount now shows on weapon UI card.
- Fixed inconsistent particle rendering issue. -
1.1## Change log:
- Bug fix: Can-uck! Pilsner now gives 1 aluminum can when consumed.
- New feature: Contextual equip. Contextual equip will: (1) Take note of your last used non-IED detonator weapon and non-IED payload as they are equipped. (2) When equipping the detonator, equip the last used IED payload. (3) When the detonator is equipped and you equip a non-IED throwable, equip last non-IED detonator weapon.
- IED Explosive Can no longer matches frag grenade explosive damage, increased from 100 to 350 (3.5x increase). While this value may seem high, please note: Explosives do not have tiered quality like weapons, explosions damage decreased if outside of the minimum radius, thrown explosives do not crit, and the vanilla skill/perk may not give as much of a damage bonus for explosives compared to other skill/perk increases.
- IED Explosive Can now applies damage attributed directly to the player. Damage will receive bonuses from the Demolitions perk.
- IED Explosive Can now comes with a VFX that matches the damage buff visually.
Make sure you are clear of the blast zone! -
1.00== Describe this release ==
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