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  1. mattsahuman
    • member
    • 173 posts
    • 24 kudos
    1.2 Changelog

    - Fleeing animals system has been redone and has a larger radius.
    - Road flares are now craftable at the chem station.
    - Added a non-minuteman flaregun and flares (also craftable) for it that have the same effect as road flares.
    - Minor tweaks to lighting, properties, etc.

    1.1 Changelog

    - Road flares no longer signal minutemen.
    - Popping a road flare near an animal will cause it to flee.
    - Road flares now cast shadows.
    - Light radius has been slightly increased.

  2. mattsahuman
    • member
    • 173 posts
    • 24 kudos
    NOTICE: I am taking a hiatus from modding for some time. I just don't have enough big gaps of free time to put lots of work into mods. I will continue work on a few mods of mine that I personally enjoy, but updates will not be coming out in a timely manner. Sorry for the inconvenience
    1. Sangson
      • supporter
      • 67 posts
      • 0 kudos
      Man, that's bad news, 'cause this is an awesome concept but still needs a little work.
      Whenever you should come back, maybe think about craftable longer burn flares (at a higher resource cost, removing the fuse for the 15 sec. ones, that's just brutal) and different colours for us, will ya?
      Also, maybe give it into the hands of someone else until you can work on it again so they might be able to fix those bugs and make these flares fully useable.
      On the other hand....
      Question to everyone else, do you guys actually HAVE that problem where the flare goes off but doesn't light surroundings if you don't throw it high enough in the air or don't look at it when it ignites?
      Mine do that which is a little annoying since I use Darker Nights. Might it be something in the install order? Load order didn't change anything.
    2. Apeman8428
      • supporter
      • 29 posts
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      Beautifully done. Thank you so much for this mod. It adds so much to the game's feel. Do you have plans for a successor to continue adjusting your mod for you while you are away?

      If you gave permission for someone to create a fomod installer for you with a few customizable options, I'm sure someone would jump at the chance to be a part of it.
  3. PizzaKats
    • member
    • 106 posts
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    I just think either the mod or just the model of the flare needs to be imported into FNV as the only hand held flare mod for New Vegas is old and it's model looks shitty. It literally looks like a red turd
  4. HellishGrin460
    • member
    • 9 posts
    • 0 kudos
    the flares are expensive to make, and dont last very long..
    1. FO4SoundModifications
      • member
      • 32 posts
      • 16 kudos
      Agreed, these are much better when they dont die after 26 seconds. Since this guy is no longer updating his mod I went through the trouble of fixing that issue.

      http://www.mediafire.com/file/ac337zhsac14sie/FlareFXExplosion.nif (Put this in Fallout4/Data/Meshes/Effects)

      This will remove the flickering effect since i would need to add keys every 0.1 seconds for 260.0 seconds to achieve this effect.

      This overwrites the flare effect completely and will effect anything using the effect. Vanilla flares as well as this mod.
      However they will now last 260 seconds. They increase in brightness for a period 5 seconds until they are at max and will stay there until they burn out.

    2. BobDigital
      • member
      • 25 posts
      • 1 kudos
      Thank you for doing this.
  5. zorak912
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    • 588 posts
    • 5 kudos
    It would be good if the npc can use them, just by atmosphere.
  6. hxxrd2017
    • member
    • 2 posts
    • 0 kudos
    There is a new, much better mod, 'Multi color flares'.
  7. sindante
    • premium
    • 35 posts
    • 0 kudos
    Really an excellent mod for any using a darker nights mod. This not only helps with visibility, but atmosphere as well.
  8. type5
    • member
    • 7 posts
    • 0 kudos
    Anybody experiencing that flares show as ammunition, not grenades? Even got my hands on a flare gun, but it can't fire them for some reason. Any ideas as to what might cause this?

    EDIT: Ignore this, got things working.
  9. DeadShot600
    • member
    • 37 posts
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    Quickly it goes out, in reality they burn for a minute and twenty seconds.
  10. Cravice
    • member
    • 45 posts
    • 3 kudos
    Awesome idea that belongs in almost every game i find.
    Sadly it seems like this mod is dead.
    Would also like to see a more polished version with more burning time, colours, and another recipe or at leasts craft 5-10 per crafting not just 1.
    And the Flaregun has to be craftable/lootable too.

    Anyway still great addition.
  11. fjutte
    • member
    • 136 posts
    • 0 kudos
    Neat mod! Works wonders with the Darker nights and Frost mods
  12. TexPaintower
    • supporter
    • 289 posts
    • 17 kudos
    Great mod but it really needs a much longer burn time...