Flamer works amazingly. Great model and texture and fits the game lore fantastically. Some requests... pls.... Can i pls request the following improvements on an additional .esp 1. Double the amout of damage or have it match the large ingame flamer. 2. Extended flame range - twice the range distance - only for when the player uses it - not for when the NPCs use any flamer. 3. Reduce the deterioration rate - keep having to repair it too oftern - increase the durability 5 times pls. 4. increase ammo in the tank from 30 to 50.
Many thanks and keep up the good work - one of the best gun mods on FO3.
Hey when i tried to install this mod i went into fomm and got it in there and it wasnt showing up on the game so i went and copied the files from the regular folder and pasted them into the data folder on fallout 3, the weapons still not in the game and i see raiders and super mutants run around without a weapon and when i loot them they have flamer fuel. Anyway to fix the mod so the gun appears in game?
Sorry about the late reply, I remember that I added flamer fuel to their inventories even if they didn't have the weapon on them but I'm not so sure that I added them to super mutants fully but the raiders should have them. I have heard that if you wait for about three to five in-game days then the enemies' inventories will reset and then you can then find the weapon with them. If the problem persists, let me know and I'll see if I can route around to find a copy of the mod to fix it.
--EDIT-- I've just checked through the files and all seems to be working well. Bear in mind that they show up at about Level Seven to Nine.
--EDIT NUMERO DEUX-- I just realised that the is a chance for the flamer rifle to not spawn in enemy's inventories (this was long before I played fallout 4 when it occured to me that mechanics like that in a game not designed for those mechanics are stupid).
I understand. I myself hate using bullethoses, those guns that are so inaccurate that you can't hit somebody from spitting distance that use bullets that do nearly nothing on their own, meaning that you need to empty most of a clip or so to take down a Mole Rat or Raider. I mean, why waste that much ammo when a .32 to the noggin will suffice?
I hated it when Obsidian changed the hunting rifle so that it took .308, it made one of my favorite weapons effectively useless in comparison to literally everything else. That and the mistreatment/exclusion of so many items and the way they reused everything made New Vegas a definite miss for me.
I'm curious about a few things. Apart from the appearance, what are the significant differences between this variety of flamer and the ordinary one? Are there tradeoffs like a smaller ammo capacity and smaller cone of effect, but greater range? Does it do different damage? Also, while the end product does look nice, and I can certainly see the Chinese remnants scavenging parts from recognizable weapons, the textures used to make this weapon are all easily recognizable. You mentioned lead pipes in the description. Perhaps You could use one of those, lengthened and resized a little, to make the barrel? Changing out the Chinese assault rifle portion would do the most good for how the flamethrower looks, I believe. You could replace it with a motorcycle handbrake or something to that effect. A combination weapons-and-junk appearance would fit your lore description excellently.
On another note, what is that armor the character is wearing in those example screenshots? That looks wicked!
1. The rifle does less damage, has less health and has a lowered ammunition capacity compared to the flamer but it does have an increased range (and spread) and weighs half as much as a Flamer.
2. The weapons' mesh is a modder's resource from a user named JER01, if I could make such weapons myself, I would but that is currently an impossibility for me (can't make .DDS files, don't have the foggiest idea on how to use Blender, or Nifskope). Also, you have to think about how it will look ingame. If you were to create this new mesh then chances are it may look bad, as in that the textures for the handbrake lets say are less polished (to save time and memory) which would stick out like a sore thumb against the rest of it. Maybe the Shishkebab's texture would work but I honestly don't know how it would turn out (in my experience, textures usually need to be designed for the mesh, otherwise they'll shift and look horrible)...
3. The Chinese jumpsuit with some things from Tailor Maid. Just be aware that most things from that mod do tend to clip into the armour, especially if it's big (near the flag, around the gauntlet).
Ah! Thanks for detailing the weapon differences. After your explanation about the weapon meshes I have to agree that my idea sounds troublesome. I don't even use the GECK yet so I can't imagine how difficult purely graphical mods have to be. You can be sure I'll try this mod out.
33 comments
Some requests... pls....
Can i pls request the following improvements on an additional .esp
1. Double the amout of damage or have it match the large ingame flamer.
2. Extended flame range - twice the range distance - only for when the player uses it - not for when the NPCs use any flamer.
3. Reduce the deterioration rate - keep having to repair it too oftern - increase the durability 5 times pls.
4. increase ammo in the tank from 30 to 50.
Many thanks and keep up the good work - one of the best gun mods on FO3.
--EDIT--
I've just checked through the files and all seems to be working well. Bear in mind that they show up at about Level Seven to Nine.
--EDIT NUMERO DEUX--
I just realised that the is a chance for the flamer rifle to not spawn in enemy's inventories (this was long before I played fallout 4 when it occured to me that mechanics like that in a game not designed for those mechanics are stupid).
On another note, what is that armor the character is wearing in those example screenshots? That looks wicked!
2. The weapons' mesh is a modder's resource from a user named JER01, if I could make such weapons myself, I would but that is currently an impossibility for me (can't make .DDS files, don't have the foggiest idea on how to use Blender, or Nifskope). Also, you have to think about how it will look ingame. If you were to create this new mesh then chances are it may look bad, as in that the textures for the handbrake lets say are less polished (to save time and memory) which would stick out like a sore thumb against the rest of it. Maybe the Shishkebab's texture would work but I honestly don't know how it would turn out (in my experience, textures usually need to be designed for the mesh, otherwise they'll shift and look horrible)...
3. The Chinese jumpsuit with some things from Tailor Maid. Just be aware that most things from that mod do tend to clip into the armour, especially if it's big (near the flag, around the gauntlet).