Cyclic Explosives
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[SUBJECT: Tactical Sustainment Initiative - Ordnance Logistics 1.04]
Greetings, Grenadiers!
Reliance on finite munitions is a massive drain on mission yield and individual survivability. Are you tired of your high intensity engagements lacking explosive fragmentation? Does the cost of restocking explosives exceed your quarterly loot revenue?
We have successfully integrated an automated fabrication loop directly into your tactical harness. Introducing Cyclic Explosives, a revolutionary advancement in combat sustainment designed to eliminate the logistical bottleneck of finite ordnance.
By utilizing localized molecular printing, your explosives are transformed from consumables into rechargeable assets. This system initiates a reconstruction cycle, ensuring your next tactical solution is always being fabricated.
[Product Integration Specifications:]
●Automatic Recharge: Integrated automatic recharge logic for all standard and non standard explosive types. (System is compatible with explosives from most other mods)
●Skill Synergy: Recharge speed scales with your Demolitions perk, rewarding specialized training. (Rank 0: 40 seconds, Rank 1: 35 seconds, Rank 2: 30 seconds, Rank 3: 25 seconds, Rank 4: 20 seconds)
●Stack Merging\Instant Recharge: To prevent mine harvesting you're limited to carrying one type of each explosive, if you pick up an explosive type that you're already carrying it will merge with your current explosive. However if you pick up an explosive during a recharging period it will replenish your ordinance immediately.
●Acoustic Telemetry: Audio cue provides a real time update for fabrication cycle completion.
●Ordnance Density Protocol: Actively deployed mines are capped at 6 units to prevent "save-file entropy." Deployment of a 7th unit automatically decommissions the oldest active asset.
[Configuration Settings:] Your inventory now includes a Cyclic Explosives Settings Device (found in the Aid category) to ensure hardware meets your specific needs. This device can also be crafted at the industrial workbench if lost or removed.
● Normal Mode: The standard experience. Balanced tactical cooldowns. (40s - 20s)
● Survivalist Mode: Hardcore logistics. Extended cooldowns for punishing combat. (60s - 30s)
● Easy Mode: Arcade action. Rapid fabrication for high speed sustainment. (30s - 10s)
● Instant Mode: Bypasses recharge timers for continuous, zero-latency healing. (Cheat mode)
● Telemetry Filter: Toggle text corner notifications ON or OFF to suit your HUD requirements.
[WARNING] This mod converts explosives into rechargeable abilities. To avoid losing your inventory, please note:
●Sell Your Duplicates: Sell all extra grenades/mines before installing. The mod only supports one of each explosive type at a time.
●Automatic Merging: Any existing stacks will merge into a single "recharging" slot. You will not be compensated for the extra items.
●Save Safety: Safe to install mid-playthrough, but your "stockpile" will vanish once the fabrication loop takes over.
...End of transmission...
For bug reports and ideas for future updates, hail me at: https://discord.gg/cugHCBqVkR
Release notes
Xbox
-
1.04*Updated for Freelanes and PS
-
1.03*Revamped the Cyclic Explosives settings item to offer 4 different recharge options that scale with your Demolitions perk rank.
*Fixed issue with text notifications and recharge rates not appearing on Xbox. -
1.02*Modified script to ignore specific flares from "Watchtower"
-
1.01*Added flags to improve script compatibility with other mods.
-
1.00*Adds a script to a manager quest that modifies how thrown explosives are treated without modifying any base game forms.
*Explosives are now treated like rechargeable abilities instead of consumables thrown weapons.
Playstation
-
1.04*Updated for Freelanes and PS
PC
-
1.04*Updated for Freelanes and PS
-
1.03*Revamped the Cyclic Explosives settings item to offer 4 different recharge options that scale with your Demolitions perk rank.
*Fixed issue with text notifications and recharge rates not appearing on Xbox. -
1.02*Modified script to ignore specific flares from "Watchtower"
-
1.01*Added flags to improve script compatibility with other mods.
-
1.00*Adds a script to a manager quest that modifies how thrown explosives are treated without modifying any base game forms.
*Explosives are now treated like rechargeable abilities instead of consumables thrown weapons.
Additional Screenshots Available
This mod has 12 additional screenshots available on the official Bethesda.net page.
View All Screenshots on Bethesda.netYouTube Videos
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Mod Information
- Published
- Feb 05, 2026
- Last Updated
- Apr 08, 2026
- Platforms
- Playstation, PC, Xbox