Fallout 4

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ajuszkiewicz

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ajuszkiewicz

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84 comments

  1. hju
    hju
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    I've downloaded a lot of mods but this addition has to be at the top of list of favorites.
    I was excited when both the gun fired and thrown flares lit up the dark!!!
    I was impressed when the flare blinded me when I aim past the flare in the scope!!!!

    Thank you very much for creating this mod.
  2. SkiesOfJadedLight
    SkiesOfJadedLight
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    What's the difference between artillery smoke and artillery signal flares?
    1. ajuszkiewicz
      ajuszkiewicz
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      Effect is the same, signal flare glows orange instead of smoking blue.
  3. cerberus00
    cerberus00
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    "and new flare gun with exchangeable chambers for multiple kinds of flare munitions." Where is the new flare gun at?
    1. ajuszkiewicz
      ajuszkiewicz
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      A new Flaregun can be made in the Chemistry Workshop, recipe was added.
      Demolition Expert lvl1 and Gun Nut lvl1 perks are required to make it.
  4. zlostnypopolnik
    zlostnypopolnik
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    Hi...
    Thanks for this mod, I really like it, it increases the atmosphere of darkness. I want to ask, did you try to do it with other types of shadows or did you just go with omni directional?
    1. ajuszkiewicz
      ajuszkiewicz
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      Originally flares do not have omnidirectional shadows, I checked various variants. However, I decided that shadows as currently in modification are the most imersive.
    2. zlostnypopolnik
      zlostnypopolnik
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      Thank you for the reply. I'm remaking FO4 to my STALKER atmosphere style and I figured out that pipboy light with shadows (not flashlight) is the best for it. Flares help me with that immersion.
  5. Dreybear
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    Isn't the yellow flare too OP? Like, I just throw it out, and enemies would suddenly cower in fear, not even retaliating against me. Any living enemy suddenly turn in literally disabled, running, harmless critters. 
    1. ajuszkiewicz
      ajuszkiewicz
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      Maybe, you can turn off the effect, description of how to do it is a few posts below. If I remember correctly, it can only be on and off.
    2. Dreybear
      Dreybear
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      I read the method below to remove it, but it requires the use of the mod editor and I'm not familiar with using it. Any other simple ways to remove it, like an ini file or typing some console commands?
    3. ajuszkiewicz
      ajuszkiewicz
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      Unfortunately no, you could possibly use Creation Kit, but you would still have to edit mod.
  6. DrBison
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    Flares are not appearing when thrown, and though they are listed in inventory under weapons, there is no image? Any help?
    1. ajuszkiewicz
      ajuszkiewicz
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      This is a modification with separated files, it should be installed using manager. If it is installed manually you should put the files in the right directories.
      Apparently, you are missing nif and texture (dds) files, or they are not in the right directories.
      Check that directories data/meshes/weapons/flares_mc and data/meshes/effects and data/textures/weapons/flares_mc exist and contain files with flares in the name. There are more directories and files but these contain most of its files.
    2. DrBison
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      Thanks for the Fast reply. The mod was installed using MO2, but I'll try your suggestion.
  7. blanketRay
    blanketRay
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    First off, great mod. This with Darker Nights makes nighttime combat very interesting.
    My only personal problem with this mod, immersion-wise, is that the flare has a fuse, whereas one would generally light a road flare and THEN throw it.
    I'm not too familiar with fo4edit or modding in general, but after a little experimentation with the 1.0 file (no dlc lol) i at least understand how this mod works. the throwable flares work like a grenade, you toss the flare, and after a short fuse it "detonates" spawning a new, lit flare. but is it possible for the projectile to spawn AS the lit flare? I can get the projectile flare to emit light, but not the VFX of the flare's smoke emission. Is it possible to do so, or does it just chalk up to engine limitations with how weapon projectiles work?
    1. ajuszkiewicz
      ajuszkiewicz
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      Here is a problem, because a lit flare is an explosion not a projectile.
      Game engine is unlikely to allow you to replace a projectile with an explosion, they have different physical interactions. In addition, projectile - thrown flare has a completely different animation than explosion - lit flare. Smoke and other effects (sparks, flickering) are hard-coded into nif files.
      You can, of course, swap the file links, but this will not work well.
      Thrown flare is modified artillery smoke, in F4 this is how it works.
      By the way, thrown flare is already lit but it burns weakly for a while and glows only a little (nif animation). You can see it better when it is dark.
    2. blanketRay
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      Thanks for the quick reply, and for answering my questions.
      Even after a bit of research on my own, it looks like the idea is impossible, or at least really hard to implement without any skill in scripting or .nif file edits, which i dont think is worth the effort just for a small change. I will continue to use the mod as it is currently (or, an older version because i dont have contraptions workshop, lol), though i may edit the height or radius of the flares just for personal use. Thanks again.
  8. Gamer4433
    Gamer4433
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    anyone know how to disable the enemy markers when a flare gets popped. Sure I'd like to use it to see s#*!, but I don't want it to have to mark all enemies in the area as well. 
    1. ajuszkiewicz
      ajuszkiewicz
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      This is an additional white flare effect, there is a description of how to remove it below.
  9. jz3515
    jz3515
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    anyone knows how to edit in xedit??

    im looking to remove the effects of the colors, as i want the flares to be just adds lighting to a dark area...

    any help are greatly appreciated..
    1. ajuszkiewicz
      ajuszkiewicz
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      You need to find the EXPLOSION branch of this modification in the editor.
      Next, in turn, in the sub-branches labeled "flares_RocketExplosionColor" and "flares_ThrowExplosionColor" change the "Placed Object" field to NULL. The corresponding Colors are of course white, red and others. Since the subsequent explosion colors were added at different times, they do not have a consistent position in the branch. A total of twelve fields need to be changed.
      Good luck ;-)
    2. jz3515
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      this definitely worked... thanks.... finally i can choose whatever flare color i want without affecting npc's or me...


      only last wish is that there is no fps drops with these things...
  10. ChoiceSpecsMawile
    ChoiceSpecsMawile
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    Hey! Just wondering how you slowed the descent speed of the flares? Gave up trying with my Flare Gun Overhaul :(
    1. ajuszkiewicz
      ajuszkiewicz
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      The projectile activates an empty explosion, which in turn puts the activator in place.
      The activator starts a script that throws an object containing only a physics effect without graphics and another object with the right graphic effect that is being moved. An object with physics falls to the ground.
      After a short time the script reads the coordinates of the place where the physics effect is located and moves the activator there. The physical effect is removed.
      For the rest of the animation time the graphic effect is moved to the new position of the activator.

      I can send the source of the script, it has less than 50 lines.
    2. ChoiceSpecsMawile
      ChoiceSpecsMawile
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      Yes please that would be great, Id appreciate it.
      I was getting a headache just trying to extend the time the light was active because its done through individual nodes, thought falling was the same.
    3. ajuszkiewicz
      ajuszkiewicz
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      I sent you a link via PM.
      Please note that the animation time is encoded in the modified nif file, so my script's running time is adjusted to it.