- 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.
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
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.
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.
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)
NOTE: 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.
@fo4soundmodifications thaxs for making this but i feel 260s is a bit too long for a burn since the game works on 3 mins being an hour your file make the flare burn for almost 2 hours
Working on a rebalance/redux of this mod. Might try injecting it into level lists with Robco Patcher (if I can learn how to do that). I should've made a patch but alas, mattsahuman, would you be okay with uploading a new version of your mod?
An amazing mod to date, and one I'm sure to keep. That said, I personally made a few adjustment to it on my end, by changing the "placed object" to a movable static version of your flare retexture in order to increase immersion and prevent the thing from just vanishing when it activates. Gonna work on reintegrating the hazard later.
I am blind or whatever, but how can I use the Flare-Gun? Bought one from K-L-E-O but if I equio the gun, it´s marked but my maingun also. So I cant shoot with the Flare-Gun....
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
141 comments
_____________
- 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.
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.
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.
http://www.mediafire.com/file/ac337zhsac14sie/FlareFXExplosion.nif (Put this in Fallout4/Data/Meshes/Effects)
NOTE:
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.
I should've made a patch but alas, mattsahuman, would you be okay with uploading a new version of your mod?
Bought one from K-L-E-O but if I equio the gun, it´s marked but my maingun also.
So I cant shoot with the Flare-Gun....
Throwing flares works!
How long do the flares stay lit, just curious?