I don't know why they used fire damage instead of energy damage. I fixed it manually, but there were a lot of parts of this mod that I had to fix myself.
Me always thinking on the videogame "Bioshock" on such kind of weapons which had the "Chemo thrower" (which was my top favorite weap, in Bioshock! Really too bad they removed it in BS 2 and Infitnite), also being able to shoot flames, ice and well lightning instead of poison.
But here is a recomendation (if your knowledge is that advanced to implement it since I heard it's pretty complicated and taking much effort to make it work): How about a switcher so you can switch between fuel, crio and gamma rounds only needing one weapons. Maybe add lighning, too which using cells or fusion cores.
This flamer has become Nicks favorite weapon, he won't stop picking them up. I'll be sneaking around trying to pick off enemies only to see him rush in and crème brûlée everyone he sees, 10/10 fantastic mod
Also really fun to run alongside SS2 since the weapon spawns on gunners and makes them a whole lot more terrifying in close quarters!
For anyone having the issue where cryo and poison flames won't show when using the weapon, here's how to fix it (kinda). Basically you want to change the related projectiles to the ones from the standard Cryolator barrel and the plasma gun flamer barrel (the colour is a bit greener than it should be, but that's a minor issue):
- Open the .esp in FO4Edit - In "Object Modification", look for the EditorIDs "AssaultFlamer_Mag_Biohazard" and "AssaultFlamer_Mag_Cryo" - In the right pannel (under "Data"), look for the following data: "FormID,Int/SET/OverrideProjectile/whatever is after" - For the poison mag change whatever is in "Value 1 - FormID" to "PlasmaFlamerProjectileStream" - Do the same for the cryo mag by changing the same value to "CryolatorStream"
Bug Report: Problem: NPCs can melee at extreme range with this weapon Research: Checked F04Edit; saw the "reach" of the weapon was very high (50 or so) Solution: Decreased "reach" to 1; solved problem
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But here is a recomendation (if your knowledge is that advanced to implement it since I heard it's pretty complicated and taking much effort to make it work):
How about a switcher so you can switch between fuel, crio and gamma rounds only needing one weapons. Maybe add lighning, too which using cells or fusion cores.
Also really fun to run alongside SS2 since the weapon spawns on gunners and makes them a whole lot more terrifying in close quarters!
- Open the .esp in FO4Edit
- In "Object Modification", look for the EditorIDs "AssaultFlamer_Mag_Biohazard" and "AssaultFlamer_Mag_Cryo"
- In the right pannel (under "Data"), look for the following data: "FormID,Int/SET/OverrideProjectile/whatever is after"
- For the poison mag change whatever is in "Value 1 - FormID" to "PlasmaFlamerProjectileStream"
- Do the same for the cryo mag by changing the same value to "CryolatorStream"
Problem: NPCs can melee at extreme range with this weapon
Research: Checked F04Edit; saw the "reach" of the weapon was very high (50 or so)
Solution: Decreased "reach" to 1; solved problem