I use Realistic Crippled Limbs Effects and LooksMenu Customization Compendium. I wondered if these would conflict with this one, so opened them up in FO4Edit. They do conflict. Just for anyone who uses those other two (as well as the LMCC patch for RCLE) if you load this mod (More Realistic Fire Behavior) *before* Realistic Crippled Limbs Effects and LooksMenu it should be fine. Hope that made sense :-)
Example load order: Fire Behavior Crippling v1 DLC.esp LooksMenu.esp LooksMenu Customization Compendium.esp Realistic Crippled Limbs Effects No Autoheal.esp Realistic Crippled Limbs Effects LMCC Patch.esp
-- Saw this mod a few days ago. NPC's oblivious to being on *fire* have always annoyed me. If I was on fire I'd rush to the nearest water source (lake, pond, puddle) to put myself out. Not just stand there as if nothing happened. I haven't played FO4 in a few weeks but will get back into it to use this :-)
I really liked this mod until I got a gun with fire damage. I just stun lock any group of enemies i run into.
I think I figured out how to fix it, looks like there's separate values for molotovs and weapon enchantments in the .esp, so I'm just gonna go ahead and remove that effect from weapons. I don't mind them running when I toss a molotov, but it kind of breaks the difficulty when you got incendiary ammo. bit of an oversight, but, ya know.
"All of these new features to fire have no effect on the player"
Yeah, no. With this mod the second I'm hit by basically anything to the front, it cripples both my arms and de-equips my weapon, and I can't re-equip it until I pop a stim. On survival difficulty this basically means that the rare occation you get hit and DON'T die, you're basically dead anyways because you won't be able to defend yourself in time.
This a great mod! Why didn't Bethesda think about this? Version 2 (suck version), seem Plausible, I'm going with that one! Does it work on me(the player) or just NPCs? I'm going with 100% immersion!!!
This mod is lots of fun! Though my Militarized Minutemen are now f**ked.
Would it be safe to assume that if an NPC has enough fire resistance that they won't be affected?
Update: I just found out that this mod does affect the player. I accidentally keep getting hit by my own molotovs and it disarms me but I don't drop my weapon I just have to re-equip it.
I hadn't even thought about fire resistance actually, so no, any human/coolghoul NPC that gets hit with a fire "spell" gets these effects put on them as long as they're not in power armor. I'll probably change this soon. Shouldn't be too hard to copy paste some things around and make the majority of fire DOT (and subsequent effects from this mod) resistable by the fire immune armor mod thing. Good idea there again! :)
I'm using Fire Behavior With Crippling v1 DLC, and as you've just mentioned, I have noticed in multiple instances that NPC's in power armor do not drop their weapons or suffer any crippling. So power armor is an exception.
In game type in console player.setav health 2000 then throw a molotov at your feet. Open the pip boy and check your Status. Check to see if your right arm is 100% crippled. If there is even the tiniest bit of health on your right arm then we can confirm that the molotov's spell is not crippling your arm since it does 99,999 damage to the right arm. I tested this on myself in game since I use the same version and in my game I got the expected result. However, and I probably should have mentioned this on the description, with "Can Use Crippled Limbs" disabled for humans that means that you the player also get your limbs crippled by damage. I should have been more clear on that, the artificial crippling of the limb by the molotov's spell will not effect you but good old fashion damage from a molotov explosion or gunfire can cripple whatever it hits if it hits hard enough. I'm gonna update the description right meow.
Cool I would say that is positive confirmation that the molotov's artificial "deal 99,999 damage to the right arm" spell is not effecting the player in your game and that the actual explosion damage from the molotovs you were throwing is the culprit. If being susceptible to crippling in this version of the mod is a turn off you could give version 2 a whirl and see if you like that one. I think I'm gonna make a quick little optional plugin to make players immune to cripple that you can toss into your load order.
The problem with not factoring in fire resistance seems like a pretty significant issue don't you think? A raider or gunner in full on armor shouldn't just lose their mind to a single Molotov if they're already heavily armored.
Is it possible to create another behaviour mod? Let's say you have a group of raiders. They are just bandits, they aren't hardened field combat experts, so when they see one of them having their head explode from nowhere, they should disperse and run like hell if it's in the open, or hide, but definitely not zigzag professionally in the direction of the shot.
That's an awesome idea but I think that would be a tough one for me to pull off. I consider myself a semi-competent novice, I'd have to do a lot of Googlin for that.
41 comments
Just for anyone who uses those other two (as well as the LMCC patch for RCLE) if you load this mod (More Realistic Fire Behavior) *before* Realistic Crippled Limbs Effects and LooksMenu it should be fine. Hope that made sense :-)
Example load order:
Fire Behavior Crippling v1 DLC.esp
LooksMenu.esp
LooksMenu Customization Compendium.esp
Realistic Crippled Limbs Effects No Autoheal.esp
Realistic Crippled Limbs Effects LMCC Patch.esp
--
Saw this mod a few days ago. NPC's oblivious to being on *fire* have always annoyed me. If I was on fire I'd rush to the nearest water source (lake, pond, puddle) to put myself out. Not just stand there as if nothing happened. I haven't played FO4 in a few weeks but will get back into it to use this :-)
I think I figured out how to fix it, looks like there's separate values for molotovs and weapon enchantments in the .esp, so I'm just gonna go ahead and remove that effect from weapons. I don't mind them running when I toss a molotov, but it kind of breaks the difficulty when you got incendiary ammo. bit of an oversight, but, ya know.
Yeah, no. With this mod the second I'm hit by basically anything to the front, it cripples both my arms and de-equips my weapon, and I can't re-equip it until I pop a stim. On survival difficulty this basically means that the rare occation you get hit and DON'T die, you're basically dead anyways because you won't be able to defend yourself in time.
Would it be safe to assume that if an NPC has enough fire resistance that they won't be affected?
Update: I just found out that this mod does affect the player. I accidentally keep getting hit by my own molotovs and it disarms me but I don't drop my weapon I just have to re-equip it.
I hadn't even thought about fire resistance actually, so no, any human/coolghoul NPC that gets hit with a fire "spell" gets these effects put on them as long as they're not in power armor.
I'll probably change this soon. Shouldn't be too hard to copy paste some things around and make the majority of fire DOT (and subsequent effects from this mod) resistable by the fire immune armor mod thing. Good idea there again! :)