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Belinn

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  1. Belinn
    Belinn
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    • The tweak files will work with the default Infernal Fury.

    • The shout files should also play nice with the default Infernal Fury, but if you use the special shout file, you're going to see the Cool Off spell when you consume a soul coin.
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    The Hellfire Issue:

    As astraeaoa has said in the comments section of my Fireproof Karlach mod, there's an issue with the hellfire technical where Karlach will take fire damage if she's the one who triggers a fire explosion, like the one from Oil of Combustion, as specifically pointed out by ATyLoN. There's two workarounds but it requires either my Fireproof Karlach mod: turn off Infernal Fury before triggering the explosion with Karlach, or have someone else trigger the explosion and Karlach won't take any fire damage from it. The second workaround will work with the Infernal Fury Tweak_Fire Immune file.

    From personal testing, I've also noticed that Karlach took fire damage from Thermodynamo. For that, the only workaround is to not give Karlach the Hellfire Greataxe or Thermodynamo Axe weapons.
  2. Titanoktonom
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    Doesn't work on patch 8?



  3. rasonage
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    This mod isn't doing anything... (niether is the fireproof karlach) she has the vanilla resistance in my game and that's all.
    Is there a level requirement to unlock it later on?

    for clarity I have the
    Internal Fury Shout Rage
    Internal Fury Tweak Helfire
    mods.
    1. Belinn
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      What does your modsettings.lsx look like while the game is running?
  4. Netherspark
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    How do I get Infernal Fury to end when Rage ends?
    1. Belinn
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      It should be how the Infernal Fury Shout_Rage functions.
    2. Netherspark
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      I think I've figured it out: Infernal Fury only gets removed if Karlach does the "winding down" animation when Rage ends, but if Karlach gets the final kill that ends the fight Rage just ends instantly without doing the animation and so the buff doesn't get removed. I'm not sure why it's connected to the animation though, maybe a quirk in the game design...

      Is there any way to make the mod remove the buff based on combat ending?
    3. Belinn
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      Thanks for the feedback! That's definitely something I didn't account for. I'm pretty sure it's because Infernal Fury doesn't require combat like rage does, or something to that effect.

      Not sure when, but I could look into it, but if I would have to edit Infernal Fury's boost file, I likely wouldn't since that would mean I'd need more variants of some of the other files here. A current workaround would be to get both shout files and then to manually deactivate Infernal Fury with the Cool Off spell.
  5. GreatOldOneBob
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    So if I'm using fireproof karlach and enjoy it, am I replacing that with one of these or am I supplementing it with one of these?
    1. SwiftBlade95
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      same question. Should I keep both mods or choose to replace either one?
    2. Belinn
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      It depends on whether you like Karlach being immune to fire at all times, which is unique to that mod. Technically, the no conditions fire immune variant under Misc Files does the same thing, but it involves the extra step of activating Infernal Fury and having Karlach running around with the Infernal Fury FX all the time.

      For me, my setup is: Fireproof Karlach + Infernal Fury Shout_Both + Infernal Fury Tweak_Hellfire.

      Hope that helps, and I hope this response made sense.