Fallout 4
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Raumfliege

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  1. Raumfliege
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    Changelog
    =========

    Version 1.2.4:
    - Added a Patch for Powerful Shishkebab by jimmyazrael
    - Dropped Patch for Better Mod Description by TakaruMinari
    - Improved FOMOD Installer
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    Version 1.2.3:
    - Added a Patch for Weapon Balance Overhaul by Vazeron1

    Version 1.2.2:
    - Added Patches for the Super Hot Option for Better Mod Description

    Version 1.2.1:
    - Added a third option that combines "Extra Long" & "Super Hot" to save you an esp-file

    Version 1.2.0:
    - Added 2 new Options "Extra Long" & "Super Hot"
    - "Extra Long" increases Duration of Burning Damage from 3s to 5s
    - "Super Hot" adds "Immolate" CritEffect to Beta, Gamma and Boosted Gamma Wave Tuner for Laser and Plasma Weapons, which will replace default CritEffect

    Version 1.1.0:
    - Added missing weapon effect "Fire Damage Shishkebab" to Shishkebab
    - Extended duration of weapon effect "Fire Damage Shishkebab" from 1s to 3s

    Version 1.0.1:
    - Added Meta Data
    - Correctected file description

    Version 1.0.0:
    - First Release
  2. Raumfliege
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    Frequently Asked Questions
    ========================

    Q: Will you Upload this Mod to bethesda.net?
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    No, I won't do that.

    Q: Can I upload your mod to bethesda.net?
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    No you can't, because I don't allow it.

    Q: Does it affect the Flamer?
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    No it does not. The flamer has no damage over time. It just has a very high fire rate with small amounts of direct energy damage, so it basically works like a machinegun. Except if you happen to have a Flamer with the Legendary "Incediary" mod, then it is affected.
  3. Allmoz
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    This mod is beautiful. This along with other mods that tweak molotovs make fire damage finally something to be afraid of.

    To anyone planning on using this but is afraid that fire damage is now op there are 2 changes you can make to make it more situational and balanced for both you and the enemies:

    a) Make robots and turrets immune to fire.
    b) Make asbestos linning stop fire damage from these mods.

    With those changes you keep fire damage strong, but only against fleshy targets, and you give yourself a way to survive enemies with automatic fiery weapons via asbestos linning.
  4. vovann1111
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    So, this mod works. Burning damage goes overpowered on one hand, on the other - f04edit fixes that. Also this mod resolved long ago bug with another mod that made all energy weapons increase their displayed damage by large amount indefinitely (YES! who knew this would help!).
    Yeah, has asbestos lining issue but who ever uses asbestos lining.
  5. HaloGuy381
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    First of all, great mod, works exactly as advertised by making it work like the Wounding effect more or less. The bad news is, especially late game, quite a few enemies have incendiary laser/plasma weapons or flamers: it is entirely possible to die in seconds under fire from a single super mutant (and they carry a crapton of laser guns in groups), never mind Gunners or (hypothetically) the BoS.

    Downloader beware, while this will make your incendiary weaponry incredibly lethal (and extremely entertaining with the stacked fire visuals), it will also make you extremely vulnerable no matter how much energy resistance you spec for. I had the misfortune to try it initially on a mod that changed the quantum gyro lenses on laser guns to make the weapon have tracking shots (look up 6thMessenger's overhaul mods if you're curious), and it was entirely common to be shot across an insane distance with tracking automatic fire and die instantly from the stacking burn damage. Even without that factored in, the damage is just too much to take. If there were a version where it only affected legendary incendiary weapons (and/or the shishkebab and flamer and the CC heavy incinerator, whose range or RoF limitations make things less insane) , it might be a bit more practical, but I can't really use this. Even better would be to make it, instead of a linear stack, a function of diminishing returns; each shot does progressively less stacked damage but still stacks some. The base game duration stacking is just too slow to kill things, and this is so fast it's like randomly giving some enemies fat man launchers with fully automatic capability.

    I know the modder for this isn't active, just spitballing thoughts. It sits perpetually in my uninstalled mod section so I never turn it on by mistake, because it completely wrecks the game flow. All non-incendiary weapons become utterly underpowered, resulting in whiplash where a super mutant behemoth can be less deadly than some random BoS Scribe who lucked out with his laser pistol mods.
  6. jdkzombie
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    Heya boss. I have a weird technical issue and I am trying to figure out if it's this mod, or Immersive Gameplay.

    Asbestos no longer works on any armor piece or clothing.

    The add-on mod from the vanilla game that makes you immune to being set on fire, called ASbestos, which is like pneumatic, muffled, dense, like those, and it is completely broken, and with it being broken, enemies f*#@ me up beyond belief on survival with a single blast of any fire related weaponry.

    Any chance at all that you may have touched that armor perk/talent/mod at all by accident?
    1. Raumfliege
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      As fas as I know I haven't touched Asbestos. And because I never played Survival Mode, I don't know much about it at all.
    2. ThomasRoderick
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      Same here, now asbestos or not a burst of incendiary rounds is all an enemy needs to send you to the crematorium. Like, I was in full combat armor lined with asbestos and upgraded to maximum, my under-armor have the best weave, and then a gunner with a beta wave scatter laser hit me with one blast... and yup, that's it.

      ...... On a second thought this might as well be a bug AND a feature, I mean, I'm pretty sure asbestos would be of less help when the laser is heating your armor beyond the boiling point of asbestos and is giving you the end of ol' Grievous, or when the bullets already punctured your asbestos armor and their magnesium payload is staring to ignite...
    3. mjhusn
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      I think the issue lies with negating energy resistance. Asbestos says fire, but in the game itself fire damage = energy damage. Cryo, electric, and fire are in the game files but I think they were scrapped on release, so there's technically just physical/energy/poison/radiation. With this mod, while asbestos lining makes you "immune to being set on fire" ( I guess for the possible on-fire fear effect?), since the mod negates all energy resistance, you take the full stacking DoT as if you were naked, even in PA.
  7. mjhusn
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    This really needs an option to not negate energy resistance, as it stands currently it feels like the incendiary damage per second outpaces wounding, which I avoid as it makes every fight trivial.
  8. gmartins92
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    You forgot the flamer, it does not have "burning effect" in vanilla. Could you make a patch for your mod?
  9. recuringwolfe
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    Would there be an option to include the energy resistance or not?

    I am level 30 in upgraded power armour and if a super mutant skirmisher has an auto fiery laser, it actually kills me almost as fast as the beam from an assaultron...
    I love the idea of stacking fire damage some how, but at the moment I feel its a bit too powerful. Having it stack and having the resistances apply, might make it a little more manageable.

    Also, as a previous post says, I don't think the base game does stack fire damage at all. As in, I don't think the burn timer extends the more you shoot a target. You can shoot a target with around 10 shots from an auto fiery laser pistol, and around 3 seconds after you stop shooting, they stop loosing health. I think by default, each shot resets the debuff duration, rather than extends it. Same applies to my auto poisoners pipe rifle - it seems each shot resets the counter rather than adding to it.
  10. axfvh
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    does "extra long" also increase speed of damage dealing

    because even a single enemy with a fire laser does horrific damage very quickly, sometimes faster than healable

    wait it makes the fire damage ignore resistances? so that's why a single enemy with an automatic burning laser is the most dangerous thing in the game, sorry but it's absurd
  11. MoronicCinamun
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    So just curious.
    AmmoTweaks mod adds "breeders" for energy guns kind of like New Vegas, which deal less energy damage up front but add a slight burning effect; this uses a mod slot separate from the capacitor, so one could still add beta/gamma/whatever tuners.

    So at worst, this mod just wouldn't modify that, rather than brings things, correct? I suppose I can try with a throw-away console command character hehe.
  12. noahbenveniste1
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    Ashmaker is actually useful now!