Have you ever wondered why you couldn't modify grenades or mines? Or the fact that you can't made you just never think about it? I'm kinda in the middle myself, until I was tinkering in the CK looking at weapon mods for something else I was modding. So I tried to replicate what Beth did with other weapons and their modifications, and through blood sweet and gritted teeth, testing tweaking, testing testing tweaking....damn that never worked, what the hell is it?!? Back to the drawing board, tweaking testing until I hit the lightbulb moment, holy carp I got it! Testing tweaking...ugh, I don't wanna talk about it anymore. Ok enough of that. Each grenade and mine can now be upgraded up to four times, increasing damage each time. Not by much, difficult to reach a balance, as I tend to be a bit harsh on requirements. I'm willing to adjust the numbers if need be, and I agree that it needs it. - Each level for them all increases stagger. Level 1=small stagger, 2=medium, 3=large, 4=extra large. - Each level needs increasing Demolition Experts ranks. Plasma, Pulse and cryo need Science ranks. - They get renamed, eg: Enhanced Cryogenic Grenade or Enhanced Nuke Mine. - You'll get the misc mod item in your inventory if you change a level, to use again. (or sell) - Each level increases value and weight. (weight doesn't go over 1 though, max is 0.9) - To upgrade you basically need reduced amounts of the mats they usually take to make. Testing and results. To test the damage numbers, I had the original and one of each tier of enhanced grenade/mine. Then, after finding some poor sap....err victim, used the console command "getav health" to see how much health they had undamaged. I then saved my game and used the original grenade on them to see how much damage it did and noted the result with the getav health command again, then reloaded to test the next tier. Do that if you want to test yourself. Here are some results: Ada with health at 630 Normal Pulse grenade reduced health to: 556 Power 1: 538 Power 2: 520 Power 3: 501 Power 4: 481 Preston with health at 610 (I enjoyed this testing for some reason) Normal Cryo grenade reduced health to: 432 Power 1: 411 Power 2: 393 Power 3: 375 Power 4: 357 Deathclaw with health at 510 Normal Frag Mine reduced health to: 359 Power 1: 342 Power 2: 326 Power 3: 308 Power 4: 291 However, results will very likely be affected by your perks and their health + damage resistances. To install just use NMM or put the esp into your data folder. Bugs/Incompatibilities: I had to edit each grenade and mine so weapon mods could be attached to them. Any you have any other game mods which affect grenades and mines in some way might conflict and override what I did. Try putting this lowest in your load order in which case, otherwise decide which mod you'd rather have.