About this mod
A COMPLETE rebalance of fire weapons to make them more specialized and distinguishable. All fire weapon stats have been modded so that they are less massive DPS and more strategical. Has vanilla and broken steel versions.
- Permissions and credits
_______________________________
There are two versions of this mod available for download. One, labeled Vanilla, is intended for users who do not have the Broken Steel (BS) DLC. The other, labeled Broken Steel, is. Download the one right for you.
If you have currently installed my previous mod "Better Fire Damage" please delete it if you choose to use this mod. This mod features everything from my first mod and more.
This version adds a new perk along with some bug-fixes and rebalancing to the weapons.
Change Log from v1.5
_______________________________
-Added new perk "Arsonist", obtained when you burn down Harold (works retroactively)
-Fixed Margarita Meltdown icon and code (Vanilla)
-Changed Margarita Meltdown so it gives 50 flamer fuel rather than 25
-Harold can now be burned with the Burnmaster and Sunshine
Description
_______________________________
This mod rebalances every single fire weapon in the game for the purpose of making a new "class" of characters, Pyros. The weapons are modified to be more specialized, providing unique benefits over other weapons without making them overpowered. The general rule of thumb is weapon damage is nerfed, afterburn is buffed.
Big changes include:
- Flee Script: Characters will have a chance a fleeing while they burn.
- Heavily modified weapons: capacity, firing speed, damage, anything that isn't graphics related is modified to make each flame weapon fit a player's fighting style
- Heavily modifies pyromaniac to be more useful and includes two new perks specifically for pyros
Why?
I felt that the fire weapons in Fallout 3 were at best uninspired. While they weren't weak, they weren't that different from other weapons to warrant specialization into them. The flamer was like a short range minigun, and the ZhuRong was more of a pea shooter than a pea shooter. The only popular fire weapon was the shishkebab, and that was because it had debatably the highest DPS of any melee weapon in the game, not because it lit people on fire. Afterburn in general was pretty useless.
The last bit bothered me the most at first. What's the point of afterburn? -2hp over 5 seconds seemed like trifles for a weapon that did 70 hp PER second. Worst of all, it gave no satisfaction because enemies seemed unphased by it. It wasn't very long lasting. Even the one perk that was targeted at fire weapons did nothing to improve it.
So, for my first mod, I set about to improve on the afterburn. I didn't want to up the damage and call it a day; I wanted to make afterburn a strategy to seriously consider. So I designed afterburn to last for 10 sec. instead of 5 and to cause enemies to flee while they burned. Any fire weapon shared these same stats, but it worked and I released it as my "Better Fire Damage" mod (which should be completely deleted if you choose to download this).
The natural course was to continue on this. While it made afterburn better, my mod did little to improve the situation as it was far more efficient to just keep hitting the enemy rather than let the run. This had to do mostly with the high DPS on most fire weapons (ZhuRong being the exception). It became clear to me that I would have to retool every fire weapon to get it to fit into my vision, which is what I did. So after a month of careful testing and stumbling through GECK, I give you what can be considered an evolution of my first mod.
Note: I added the two new unique flamethrowers, the slowburn and rapidtorch flamers, to areas in the Capital Wasteland. They were originally located only at the end of Broken Steel and I felt most players would rather play with them sooner. Hints to their locations as well as to the location of the new, unique Heavy Incinerator are located in the WeaponHints.txt of the download file.
Weapons:
_______________________________
Flamer:
Weapon Stats: Damage: -40%; Ammo Capacity: 250; Limb Multiplier: x3
Afterburn: -2hp(10s), -3hp(15s, with pyromaniac), -10hp to limbs (10s, with pyrotechnician), fleeing
The flamer was essentially a minigun, with its high DPS and big gun category. The only benefit it had was its lack of spin up time. The afterburn was a joke because targets usually died before it could have an effect. The changes aim to make the afterburn a greater part of its function and turn the flamer into a stat modder. I highly recommend a mod that enhances cripple effects since this is where the new flamer shines. People who like staying in combat are still in for a treat. The ammo capacity was upped so that it wouldn't be as much of a concern, especially now with the reduced damage, and the limb multiplier tends to cause enemies to flinch, giving attackers the feeling that they are pressing down on their victim.
Burnmaster:
Weapon Stats: Damage: -33%; Ammo Capacity: 60; Limb Multiplier: x2
Afterburn: -2hp(10s), -3hp(15s, with pyromaniac), -10hp to limbs (10s, with pyrotechnician), fleeing
The burnmaster is for those who liked the default flamethrower. It's pretty much the same thing. Ammo capacity is unchanged since there is no need to change it. Limb multiplier is still upped, but not as much as the flamer. Because it is unique, I have no problem in making it a little OP.
ZhuRong Pistol:
Weapon Stats: Damage: -75%, -25%(with pyrotechnician); Ammo Capacity: 20; AP: 14; Rate of Fire: Increased; Spread: 0.5°
Afterburn: -6hp(5s), -10hp(15s, with pyromaniac), fleeing
ZhuRong is turned into the weapon for fire starters. This is for people who don't want to deal damage directly. The afterburn is by far the highest of any weapon, even without pyromaniac. The pistol doesn't do much damage with its bullets, but its rate of fire, APcost, and accuracy are all improved to allow players to maintain a large fire or set a lot of people on fire in a short amount of time.
Shishkebab:
Weapon Stats: Damage: -50%;
Afterburn: -2hp(5s), -3hp(10s, with pyromaniac), fleeing, slowdown
This is just a nerf. It's a melee weapon for pyros, but it shouldn't be the most powerful melee weapon in the game. The slowdown is so that fleeing victims don't get out of range.
Firelance:
Weapon Stats: none
Afterburn: -2hp(20s), -3hp(30s), fleeing
There are so little changes because this is supposed to be a better alien blaster. It was intended to be OP from the start because of how rare its ammo is. If anything I should make the firelance a greater upgrade from the alien blaster.
Nuka-Grenade:
Weapon Stats: none
Afterburn: -2hp(10s), -3hp(15s, with pyromaniac), -10hp to limbs (10s, with pyrotechnician), fleeing
Similar to the firelance, all because it burns things doesn't mean this was meant to be a pyro weapon. It uses the same afterburn effects as the flamethrower, but otherwise no changes.
BROKEN STEEL WEAPONS
_______________________________
Slo-Burn Flamer:
Weapon Stats: -40% damage, slower fuel consumption, 250 clipsize, 1.00 crit mult., x4 limb damage
Afterburn: -4hp(10s), -6hp(15s, with pyromaniac), -10hp to limbs (10s, with pyrotechnician), 7% speed reduction (10/15s), fleeing
There wasn't much to do other than get this in line with the default flamer. I'm saving high damage for Burnmaster and Rapid Torch. In order to make this flamer unique, I decided to make it emphasize stat reductions. This manifests itself in the higher burn damage, higher limb multiplier, and speed reduction on hit. This flamer has also been added to a location in the wasteland that is given in the hints file.
Rapid-Torch Flamer:
Weapon Stats: +50% dmg, doubled fuel consumption, 250 clipsize, 30 AP
Projectile: Switched to a narrow napalm stream rather than blown gas, doubled range, slower traveling
Afterburn: -2hp(10s), -3hp(15s, with pyromaniac), -10hp to limbs (10s, with pyrotechnician), fleeing
This weapon looks OP, it sound OP, but trust me it is not. This was born out of my desire to build a flamer that worked similarly to the flamethrower in Bioshock. While it has the highest damage of all flamethrowers, it is very difficult to aim effectively. The majority of the shots will not hit and the stream is very narrow, requiring precise aim. This generally means a lot of wasted flamer fuel. The shots that do hit will do quite a lot of damage though. True to its name, it rapidly burns down enemies and burns through ammo. This flamer has also been added to a location in the wasteland that is given in the hints file.
note: Attacking with this weapon outside of vats might cause some lag or slowdown on computers.
Heavy Incinerator:
Weapon Stats: non-automatic, around 1 shot/sec, explosive radius increased, explosive damage increased, 32 AP cost, 4 ammo per shot, 2.00 crit mult
Projectile: Travels slower
Afterburn: -4hp(10s), -6hp(10s, with pyromaniac), -10hp to limbs (10s, with pyrotechnician), fleeing
The point of these changes was to make the heavy incinerator less of an explosive flamethrower with tons of range and small ammo clip, and more of a mortar/firebomb launcher. The projectiles fly slower, hit harder, and fire less frequently to mimic this feeling. Afterburn effects tweaked down (8hp/s in vanilla) so that it isn't OP.
Sunshine:
Weapon Stats (compared to modified Heavy Incinerator): explosive radius decreased, explosive damage decreased, 5.00 crit mult, knocks down on crit
Projectile: Travels much faster
Afterburn: Same
Note: The knockdown effect can and WILL affect you. Enemy crits and your own will knock you down if they hit.
The reason for Sunshine is simply because the knockdown was both OP and annoying. Originally, the normal Heavy Incinerator could knock individuals down when it crit. While it worked well, the problem was this also affected the player and the damage made the weapon very OP. Especially towards the end of BS, when many of the enclave soldiers were armed with this weapon, the player was frequently knocked off his or her feet. I still wanted to keep this feature, so I created sunshine. Sunshine deals less damage but has a higher crit chance and the ability to knock people down. Sunshine has been added to a location in the wasteland that you can find in the hints file.
Perks:
_______________________________
Pyromaniac:
The perk now affects all fire weapons. It still increases damage of all fire weapons by 50%, but it also increases all afterburn damage by a similar amount in time and damage. The perk also greatly increases the chances of an enemy fleeing when lit on fire. Also all requirements are stripped away. Anyone can be a pyromaniac!
Pyrotechnician:
This is a new, low level perk. It is available at level 4 with a requirement of 30 repair skill. It increases crit chance for all flame weapons by 5%. It also enhances the ability for all flamers to damage limbs and treats ZhuRong bullets as normal bullets (meaning that the bullets themselves deal some damage)
Margarita Meltdown:
A mid-level perk made for role playing purposes. It is available at level 12 with a requirement of 50 science skill. It automatically converts any 10 alcoholic beverages the player is carrying into 50 flamer fuel. Note: This only affects alcohol that is found in the AID section of the pipboy. My reasoning is, if it isn't worth drinking, it isn't worth burning. Also, custom alcohol and alcohol from DLCs like Moonshine will not work with this. The beverages that work are: Beer, Scotch, Vodka, Whiskey, and Wine.
Arsonist:
This quest perk is heavy on the roleplaying. This perk is awarded when the player burns down Harold in Oasis. The player does +5 damage per shot on any enemy that is all ready on fire (it does not matter if the player lit them or not). This +5 works for any weapon. This perk will be awarded retroactively, so if you have all ready burned harold, it will be given upon starting the game.
Misc.
_______________________________
Afterburn:
There are two big changes to what afterburn does aside from damage buffs. First is fleeing. Fleeing is a random occurrence, but the chance is affected by the character's endurance and health percent. Enemies with lower endurance stats or lower health will have a higher chance to flee from a fight. Fleeing lasts throughout the entire burn time. Fleeing does not affect robots or companions. The second thing is fire effects are comboable, pending on the weapon. A flamethrower will not stack damage onto its own effect, so no matter how much an enemy is hit by a flamethrower (or burnmaster) it will always suffer 2/3 hp drain a sec. Hitting an enemy with a flamethrower and a zhurong pistol WILL stack the damage. The enemy will suffer damage from both effects (meaning 2+6 dmg or 3+10 dmg) as long as these effects are occurring. Also fire promotes fire. Without the pyromaniac perk, the zhurong pistol's effect lasts only 5 seconds. However, hitting a person with a zhurong and then attacking with a flamethrower will cause the zhurong's effect to potentially last 15 SECONDS so long as the flamer effect is being applied. Damage is unaffected.
Install
_______________________________
1. Download the RebalancedFire.rar
2. Extract files in the .rar to the [gamefolder]\data directory
3. RebalancedFire.esp should be in [gamefolder]\data
4. 2 .dds files should be in [gamefolder]\data\textures\interface\icons\pipboyimages\perks\firerebalance
Uninstall
_______________________________
1. Delete RebalancedFire.esp from [gamefolder]\data
2. Delete the folder firerebalance from [gamefolder]\data\textures\interface\icons\pipboyimages\perks*
*this is not necessary but recommended for keeping your folder clean and organized
Compatibility
_______________________________
This mod will conflict with any mod that MODIFIES the existing fire weapons or fire perks in Fallout 3. Depending on which mod is higher in load order, my mod will either overwrite any conflicting features in the other person's mod, or his/her mod will overwrite the features in mine. There is absolutely no way of avoiding this and it is up to you to decide which features you will prefer.
Any ADDITIONS will likely have no conflict as long as they don't modify existing materials. Mods that add weapons like molotov cocktails will work fine with my mod. Any new fire weapons will most likely use the flamer afterburn effects unless the mod specifies its own unique fire effects.
Change Log
_______________________________
v1.0:
- Initial Release
v1.1:
- Hotfix for crash when attacking certain NPCs
v1.2:
- Added BS compatibility
- Added Perk Pyrotechnician
v1.3:
- Cleaned up file to promote compatibility
v1.4:
- Modified all fire effects to work better with other fire mods
v1.5:
- Added Perk Margarita Meltdown
- Added unique Incinerator "Sunshine" (BS)
- Placed instances of RapidTorch and SlowBurn flamers in Capital Wasteland (BS)
- Modified ZhuRong afterburn effects
- Removed Heavy Incinerator's knockdown ability (BS, retained on Sunshine)
- Fixed bug where characters permanently slowed down when hit by shishkebab
- Fixed bug where characters permanently slowed down when hit by SlowBurn Flamer (BS)
v1.6
- Added new perk "Arsonist"
- Fixed Margarita Meltdown icon and code (Vanilla)
- Adjusted amount of flamer fuel given by Margarita Meltdown
- Harold can now be burned with the Burnmaster and Sunshine
Recommended Mods
_______________________________
J3X's Burnification - http://fallout3nexus.com/downloads/file.php?id=3449
(Applies a burnt texture to victims of fire weapons)
Credits
_______________________________
Bethesda for Fallout 3
All the members of Fallout3Nexus for their help