ok I'm nearly using this mod since release of it now, graphical it's awesome, and more how a petrol bomb should be for sure.
But as high lvl ( starting at lv70 and above) playing on very hard difficulty, not on survival mode, compared to other grenades the Molotovs got useless now. Nearly dealing nothing of dmg to enemies, even throwing 10 at one enemy he still doesn't die- while a plasma or a pulse grenade still can one hit most of them, if they are not deatchclaws or super mutand adepts or lords. (maybe that's why Bethesda had a reason to make it like an explosion). Is there a way to increase the fire dmg (dot)? It definitelly need to be stronger!
Seems fire is way to underestimated in Fallout 4 anyway, I had to use a flamer dmg mod, too to make it from useless to the horrible and very harming weapon which a flamer definitelly is. Also the energy weapons which can stagger, is not effective, too. Better upgrade to the best dmg upgrade without stagging directly...
Yeah the game play elements are pretty fundamental. it was ment to be used along side a mod that adds burning damage ill go back and redo it, also im adding a option that just edits the mesh explosion and not the in game properties
yea too bad there isnt a mod that makes humans/ animals weak to fire with out effecting robots/mutants/etc
Honestly think about it, you're comparing some ignited booze to a GRENADE. It should feel useless in comparison. Molotovs are the pipe guns of the explosives category. Used by desperate low-level raiders and nobody else.
@Chunwha: Back for nearly 100 years xD But have to state it after all: First it's a game. So even if creating it more reallity like no weapon ever should be useless, or it's pointless it's even in the game. That's why I compared it between an OP one hit and a 100 times nothing happening.
2. For sure it's nothing direktly compared to a frag grenade on the impact reallity based, but did you ever test it out in reallity against some dummies or alike if you hit them direktly how actually devestating they are? Especially if you're wearing clothe which will easily catch fire (winter and cold regions best circumstances they do wear much clothe), even fallout lore wise like dirty cotton which may even be drenched with something which can promote fire further like spilled oil rests or alike since it's wasteland without working washing mashines on every corner, you're becoming a living torch fast. Because it's not just some "booze" but gasoline or petrol and else. The fire will be sticky like hell, so if you get hit by it you'll eventually die, too pretty much if there is nothing to delete the fire on the double or not having fire proof clothe.
Even in the WW2 and WW1 Molotov cocktails did defeat tanks since the burning liquid was floading in hte openings and people eventually caught on fire- making it a shischkebab grill in there.
doesn't fix the atrocious orange lights waves that covers the screen when molotov is thrown by npcs, the crap noob work of those amators who call themselves developpers from B who don't even know how to rig a character properly (amoung 10000 others failures) isn't corrected by this mod sadly. i have put the esp last in load order but it doesn't work except for the smaller fire radius
i will try "Molotov Replacement (or Removal)" mod cause i'm sick of this s...t.
No it comes from every single outfit anywhere on the Nexus. It's about unticking the full precision box on the .nifs, so I'm afraid the TNF Shoulder Lamp is just one of thousands and thousands of mods that cause this bug. Even new outfits coming out now, Urban Raider, the new war clothing packs and mashups, all of vtaws outfit packs, all of everyone's outfit packs, you will see the orange firey waves all over the screen, because no clothing/armor mod authors seem to care at all about this issue even tho it's been railed about for years and years now.
The new effects are okay, not so blindingly bright as vanilla, but area of effect is too small. Its microscopic, I basically need to make very precise throws, otherwise they do little to no damage or miss entirely, especially on moving/charging targets. Spilled flames on the ground also do not seem to do any damage. Vanilla Molotovs, while using strange and ugly-looking explosion mechanics, are still much more useful for crowd control.
The flaw lies much more deeper than just game mechanics. Molotovs are just not meant to be used as an anti infantry weapon. They were originally used for disabling and setting ablaze tanks and vehicles. But even then, Molotovs were basically a last chance anti-tank weapon, "poor men's grenades".
They are much more effective in civil unrests and urban crowd warfare, but its not the case of Fallout 4. And, unfortunately, we also do not have moving ground vehicles in this game.
So with this I wont get insta-killed by throwing a molotov at a molerat that is 20 feet away? Sweet, sign me the f**k up! Seriously: Great mod, thanks :)
I want to thank you on such a neat mod to add to my load order, i find this mod to be an improvement on the vanilla mollys because in survival mode, the raiders will spam mollys, and ususaly ended up as an insta-kill, and god forbid you fight the forged... either way great job and you have earned a kudos from me.
This mod doesn't seem to be compatible with Val's and Def UI, the molotovs show up in game and in inventory, but they don't have any tags and aren't listed under "explosives".
Obviously. What did you expect? That it would magically work? Don't you know that most mods that add/change items need compatibility patches for sorting mods to tag them appropriately?
This seems like it would be a good mod to use with http://www.nexusmods.com/fallout4/mods/16404/? wonder if they are compatible, eh no way to know unless I dive strait in. Also this type of mod is something I have been wanting, vanilla molotovs are OP, serioulsy I find myself using them for things I should be using the frags for.
22 comments
But as high lvl ( starting at lv70 and above) playing on very hard difficulty, not on survival mode, compared to other grenades the Molotovs got useless now. Nearly dealing nothing of dmg to enemies, even throwing 10 at one enemy he still doesn't die- while a plasma or a pulse grenade still can one hit most of them, if they are not deatchclaws or super mutand adepts or lords. (maybe that's why Bethesda had a reason to make it like an explosion).
Is there a way to increase the fire dmg (dot)? It definitelly need to be stronger!
Seems fire is way to underestimated in Fallout 4 anyway, I had to use a flamer dmg mod, too to make it from useless to the horrible and very harming weapon which a flamer definitelly is.
Also the energy weapons which can stagger, is not effective, too. Better upgrade to the best dmg upgrade without stagging directly...
ill go back and redo it, also im adding a option that just edits the mesh explosion and not the in game properties
yea too bad there isnt a mod that makes humans/ animals weak to fire with out effecting robots/mutants/etc
But have to state it after all: First it's a game. So even if creating it more reallity like no weapon ever should be useless, or it's pointless it's even in the game. That's why I compared it between an OP one hit and a 100 times nothing happening.
2. For sure it's nothing direktly compared to a frag grenade on the impact reallity based, but did you ever test it out in reallity against some dummies or alike if you hit them direktly how actually devestating they are?
Especially if you're wearing clothe which will easily catch fire (winter and cold regions best circumstances they do wear much clothe), even fallout lore wise like dirty cotton which may even be drenched with something which can promote fire further like spilled oil rests or alike since it's wasteland without working washing mashines on every corner, you're becoming a living torch fast.
Because it's not just some "booze" but gasoline or petrol and else. The fire will be sticky like hell, so if you get hit by it you'll eventually die, too pretty much if there is nothing to delete the fire on the double or not having fire proof clothe.
Even in the WW2 and WW1 Molotov cocktails did defeat tanks since the burning liquid was floading in hte openings and people eventually caught on fire- making it a shischkebab grill in there.
i have put the esp last in load order but it doesn't work except for the smaller fire radius
i will try "Molotov Replacement (or Removal)" mod cause i'm sick of this s...t.
The flaw lies much more deeper than just game mechanics. Molotovs are just not meant to be used as an anti infantry weapon. They were originally used for disabling and setting ablaze tanks and vehicles. But even then, Molotovs were basically a last chance anti-tank weapon, "poor men's grenades".
They are much more effective in civil unrests and urban crowd warfare, but its not the case of Fallout 4. And, unfortunately, we also do not have moving ground vehicles in this game.
Seriously: Great mod, thanks :)