The fire looks cool, the spread is natural and is also blocked by objects, which makes it even more realistc, but there's still the ''invisible pin pulling'' I've already seen in another molotov mods, so I'm guessing that's a tough one to change. Nonetheless, your molotov is the best out there
Endorsed! Finally those Detergent Boxes and Abraxos make real sense to collect, plus I just love firebombing the heck out of raider camps.
And it does work just fine. Even with WMK. But only IF you adhere to the general Load Order Guidelines set forth in the description of FOIP - AND create a Merged Patch. Everyone getting red !'s on them benches, make a Merged Patch and all's good!
Really liking the mod so far, though I think there should be a way to have npcs avoid the flames. I get a ctd when I pick up a burning ember, lol. That'll teach me for picking up fire with my bare hands.
@wcstorm11 : thanks ! Comments like yours are what keeps me modding.
@BananaM8 : lots of IRL stuff interfering, so I can't provide any release date. Regarding your questions : - the stability problems seem to come from the meshes. Remember that altough NifSkope is a splendid hack, it remains a hack. Trying to narrow it down, but it's extremely time-consuming. - the next revision will require CRAFT (since it's lightweight, and adding items to the world is a source of mod conflicts) but nor CALIBR.
I am really looking forward to your Molotov-Mod, are there some actual facts about the status and concerning the stabilitiy problems? Is CRAFT and CALIBR necessary to run the mod? I cant await the release Keep it up, many thanks for your great work!
@lucien : some info on V2, hopefully answering your questions :
- damage will be increased in V2. I may have balance problems however, since I'm playing with mods that reduce everyone's HP. I'll try disabling them and restarting a new game before balancing. However, a lot of the strength of these weapons come not from pure damage, but side effects. See next point.
- added in V2, depending on the type of weapon used : organic enemies panicking / fleeing temporarily / fleeing for good / falling / fainting, organic enemies limb crippling, robotic enemies overheating
- not in the plans as such, sorry. I've focused development on the different kinf od product you can set on fire, not on container size. Technically, there is no reason is can't be done, but each molotov takes 10 specific objects, 6 specific large scripts and 3 specific ActorEffects to build. The chances that I'll do some "size" extras are very low, at least in the short term. Sorry, I have too many other projects I want to work on
- weapons present in V2 : Alcohol Molotov (takes 5 strong alcohol to build), Napalm Molotov (V1 current recipe), White Phosphorous grenade (4 Abraxo Cleaners for phosphorus, 1 Frag Grenade) and a replacement to the flamer that behaves much like a real-world one (longer range, gravity affected, sets areas on fire)
V2 is 80% complete. Needs to be done : replacer script to allow enemies to use the new weapons, and finding the source of the instability that's crept back in.
The last point is the real problem, and the reason I can't give a completion date. I'll probably release it with the instability uncorrected as an Alpha release by the end of next week*.
* (CAUTION : release date subject to real-life influence. Not valid in OK, UT and AL, check your local modding laws for specifics)
PS : soap makes a better thickening agent than glue for napalm, but adding WonderGlue as an Abraxo alternative is a wonderful idea. I'll incorporate it in V2.
This looks like a great mod. Couple of quick questions.
You stated that it was a bit underpowered. Have you increased the dmg for V2?
Description for V2 says enemies will pass out from the pain. Could you add this or does this already happen; enemies going into panic mode and not able to attack while on fire?
Nuka bottles only? Could you add any empty bottle type from the game? IE small and large hooch bottles? That way the size the bottles determines the dmg it could do.
Got an idea. Add wonderglue to the mix and you got napalm
@Ebby : sorry I dind't notice your comment sooner, I'm wpending my time working on the next version of this mod (with great help from weijiesen). this is actually a fantastic idea. not sure how to implement it, but you bet I'll look into it. If this work, I'll give you well-deserved credit !
now, let's see what the wiki says about havok events...
18 comments
And it does work just fine. Even with WMK. But only IF you adhere to the general Load Order Guidelines set forth in the description of FOIP - AND create a Merged Patch. Everyone getting red !'s on them benches, make a Merged Patch and all's good!
Thx for the comment
I get a ctd when I pick up a burning ember, lol. That'll teach me for picking up fire with my bare hands.
@BananaM8 : lots of IRL stuff interfering, so I can't provide any release date. Regarding your questions :
- the stability problems seem to come from the meshes. Remember that altough NifSkope is a splendid hack, it remains a hack. Trying to narrow it down, but it's extremely time-consuming.
- the next revision will require CRAFT (since it's lightweight, and adding items to the world is a source of mod conflicts) but nor CALIBR.
I am really looking forward to your Molotov-Mod, are there some actual facts about the status and concerning the stabilitiy problems? Is CRAFT and CALIBR necessary to run the mod? I cant await the release
- damage will be increased in V2. I may have balance problems however, since I'm playing with mods that reduce everyone's HP. I'll try disabling them and restarting a new game before balancing. However, a lot of the strength of these weapons come not from pure damage, but side effects. See next point.
- added in V2, depending on the type of weapon used : organic enemies panicking / fleeing temporarily / fleeing for good / falling / fainting, organic enemies limb crippling, robotic enemies overheating
- not in the plans as such, sorry. I've focused development on the different kinf od product you can set on fire, not on container size. Technically, there is no reason is can't be done, but each molotov takes 10 specific objects, 6 specific large scripts and 3 specific ActorEffects to build. The chances that I'll do some "size" extras are very low, at least in the short term. Sorry, I have too many other projects I want to work on
- weapons present in V2 : Alcohol Molotov (takes 5 strong alcohol to build), Napalm Molotov (V1 current recipe), White Phosphorous grenade (4 Abraxo Cleaners for phosphorus, 1 Frag Grenade) and a replacement to the flamer that behaves much like a real-world one (longer range, gravity affected, sets areas on fire)
V2 is 80% complete. Needs to be done : replacer script to allow enemies to use the new weapons, and finding the source of the instability that's crept back in.
The last point is the real problem, and the reason I can't give a completion date. I'll probably release it with the instability uncorrected as an Alpha release by the end of next week*.
* (CAUTION : release date subject to real-life influence. Not valid in OK, UT and AL, check your local modding laws for specifics)
PS : soap makes a better thickening agent than glue for napalm, but adding WonderGlue as an Abraxo alternative is a wonderful idea. I'll incorporate it in V2.
You stated that it was a bit underpowered. Have you increased the dmg for V2?
Description for V2 says enemies will pass out from the pain. Could you add this or does this already happen; enemies going into panic mode and not able to attack while on fire?
Nuka bottles only? Could you add any empty bottle type from the game? IE small and large hooch bottles? That way the size the bottles determines the dmg it could do.
Got an idea. Add wonderglue to the mix and you got napalm
I eagerly await V2
Thanks
now, let's see what the wiki says about havok events...