Fallout 4
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Minngarm

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minngarm

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16 comments

  1. Ravvynfall
    Ravvynfall
    • member
    • 9 kudos
    I just wanted to say, I absolutely LOVE your mod! It makes Flamer builds actually feel viable for me now :D

    I literally only have 1 single critique though; for sake of preventing something like...I end up with 600+ fuel tanks by level 15 or something, would it be possible to request that there be an optional leveled/vendor list modification to reduce the mass abundance available? On a new playthrough with an active Flamer character through the Another Life mod (Arsonist), I still had an average of 350 fuel tanks when using the weapon as my primary damage source by the time i was in the level range of 10-15.

    I'm not complaining that's for sure, this is an amazing and welcome change, just wanted to say thank you, and offer my thoughts to further tweak the balance just a tad :)

    Cheers, and DEFINITELY endorsing!!
  2. willbreaker1
    willbreaker1
    • member
    • 0 kudos
    well fire fire fire! <3 its perfect
  3. Doomnar
    Doomnar
    • member
    • 0 kudos
    would this work with something like MikeMoore's Assault Flamer mod? also that guy below me makes a good point..
  4. itsbooby
    itsbooby
    • supporter
    • 103 kudos
    Where have mods like this been all my life?
    Edit* now that I think of it, how does this affect recipes which require flamer fuel such as the chem Jet Fuel?
  5. Zerginfestor
    Zerginfestor
    • member
    • 0 kudos
    Your manual file doesn't have anything in it, upon trying to open an archive for it, I keep getting errors.
    1. minngarm
      minngarm
      • supporter
      • 43 kudos
      ESP Is in the zip file.
  6. Caratar
    Caratar
    • supporter
    • 9 kudos
    Very interesting premise; and I do like the idea. However, a few questions:

    1. Will this be compatible with any mods that add other flamer-type weapons or flamer ammo usage to other weapons? For example: I've already seen one mod that actually makes the Flamer/Thrower barrel of the Plasma Gun use Flamer ammo.

    2. Does this alter the rates at which vendors sell Flamer ammunition? I noticed you mentioned the value remaining the same, but you didn't touch on quantity.

    3. Does this alter the rates at which flamer ammunition is found, since each unit basically equals 100 shots?

    Thank you for your time and consideration.
    1. minngarm
      minngarm
      • supporter
      • 43 kudos
      The changes are to the flamer ammo itself so yea it should.

      Vendors are untouched, drop lists are.
  7. kuhaica
    kuhaica
    • member
    • 1 kudos
    Like the idea just tested it, it didn't work (this was 15 minutes ago) came back theres a fix ^^ will endorse when it lets me
    1. minngarm
      minngarm
      • supporter
      • 43 kudos
      Yea had someone report an ammo bug, but we got it sorted now should work fine.
  8. undercarriage
    undercarriage
    • member
    • 2 kudos
    Works great! Well done, lore friendly mod.
  9. Deatharock
    Deatharock
    • premium
    • 2 kudos
    Love the idea testing as we speak be back to endorse soon ;]
    1. minngarm
      minngarm
      • supporter
      • 43 kudos
      Was an ammo bug in the first version, new one resolves that.
  10. TheDBCrew
    TheDBCrew
    • member
    • 30 kudos
    Interesting idea, is the usage rate roughly the same as vanilla?
    1. minngarm
      minngarm
      • supporter
      • 43 kudos
      I took the base flamer capacity of 100, applied it to the health of the fuel item, reducing flamer capacity to 1, this results in 1 cell of 100 rounds being loaded and fired. Weight of the cell was increased by 100x to compensate. Value remains the same.
    2. TheDBCrew
      TheDBCrew
      • member
      • 30 kudos
      Alright, cool.

      Would endorse but nexus keeps saying I haven't downloaded the file