Fallout 4
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jladams1

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jladams1

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10 comments

  1. svetoch
    svetoch
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    Cool! But what about Demolition Expert effect? damage or radius?
  2. kory420
    kory420
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    I was loving this mod but then I started playing around with FO4edit and I added another condition to the Demoralize effect that was a simple GetRandomNumber "Equal to or Lesser than" 50 to make the fear effect only happen 50 percent of the time. And it was working perfectly but then I disabled this mod to try to test something but the fear and Damage over time still remained and it seems to re-run the Damage and fear script after each time it applies so the just keep getting re-lit on fire over and over till they die.

    I tried so many things to fix it even starting a new game and the mod effects still remain even though it was disabled and then deleted.

    Anybody know what I can do to get the Molotov to just go back to normal? its like the ESM has been modified or its playing the mod and vanilla scripts at the same time and looping or something. very frustrating. I just installed everything and got it all good and don't want to reinstall everything from scratch yet in case that doesn't fix it.

    Anyone have any ideas? I tried the save game cleaners but they found no issues.
  3. kory420
    kory420
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    Great mod, Endorsed. This is how Molotov's should have been. In Vanilla they were basically just grenades with a different visual effect and little reason to keep using them at later levels. Now they can be used tactically to scatter enemies. I used FO4edit to change the " Demoralize " effect magnitude to 25 and duration to 5 seconds, this makes them less OP and more balanced. That way if you hit a group of enemies at least one will stick around to keep shooting you, and the others just basically run to the next position of cover.
  4. EthicalLune
    EthicalLune
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    Hey sweet mod, best molotov mod I've seen yet, definitely a keeper.

    Any chance for a Valdacil's Item Sorting compatible version? ( http://www.nexusmods.com/fallout4/mods/3877/? )


    Edit: Here's a quick picture I whipped up if you want to use it for your mod page instead of that text image.
    http://puu.sh/tUhog/448a883320.png

    Edit edit: Don't judge me I had nothing better to do.
    No text: http://puu.sh/tUytr/36d3669398.png
    With text: http://puu.sh/tUysn/04775226ce.png
    1. jladams1
      jladams1
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      Thanks for the pic. I've added it as the first image because it's way cooler than mine.

      I don't use Valdacil's but i'll have a look at it to see how much work a patch would be.
  5. itsbooby
    itsbooby
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    Will molotovs still one-hit kill you in survival mode?
    1. jladams1
      jladams1
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      They do the same amount of damage as before, but spread over 10 seconds. That may buy you some time to react.
  6. laddwi
    laddwi
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    Works great! I modified the damage in Fo4Edit to match the damage levels in my game. Been waiting on a fear effect from fire from the beginning.

    Well done jladams1.
  7. Kodiak412
    Kodiak412
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    I hope the damage has been increased. DOT is a wonderful thing. Molotovs are just to weak after the early levels and become basically useless. I hit someone with a Molotov and set them on fire but I would have been better off just using a stinking .38 pipe pistol.
  8. athena1978
    athena1978
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    It is an interesting idea.
    However, not about the 10 secs damage, but the idea of using fire /pyro based weapon is that the intended target looses all control of it's body to pain. Instead of having it running away, is it possible that any character caught fire (unless protected by asbestos lining) will simply runs around or behaving extremely ERRATIC? Let's say about 5 secs (that's fine).

    Added: many raiders in this game keeps firing at you even while on fire. That's not right.

    I don't pretty much care about the damage, but to be immersive I wonder if a modder can set the behavior of anyone caught in fire as uncontrollable.
    Thank you in advance.