This mod is just really horribly overpowered. My flamer gets all 3 damage types on top of the extra damage from sticky flames, it's so overkill. It's a little frustrating how so many flamer mods go overboard especially this one that was more interesting than the lot of them with the addition of sticky flames. Really would like somebody to pick this up again and leave out the damage boosts while keeping the range increase and sticky flames. Not sure how a 1 to 1 conversion from energy to fire damage would perform because it's hard to tell with so many damage buffs but it may be a reasonable buff on itself.
I know FO4edit can be intimidating, but I changed the values for my download of this mod in... around 6 minutes? And most of that was taping my pencil thinking about what numbers I wanted. I can teach anyone who wants to know how and where! Just watch a youtube video to install fo4edit, and then once you have it I can show you exactly where to go for this mod.
If you don't mind, I'd like to make an addon (or possibly a re-release) of this mod in order to balance it out a bit and fix some of the stated issues others have reported with the mod.
Well, for some reasons all those flamer mods on Nexus not only change the damage type from energy to fire, but ALSO add combined ballistic/explosive/and energy(!) damage as well. This mod changes flamers to inflict fire, energy, and explosive damage, so combined DPS is enourmous especially with the corresponding perks. This makes flamers totally OP and unimmersive. This also makes asbestos lining or power armour fire immunity (mods) absolutely useless against flamers.
I haven't been modding in a while, and I just upgraded my computer so I have none of my modding tools installed. I'll keep it it mind for the next time my modding bug bites, though! Thanks for the feedback!
Hey just wanted to say thanks for the time you took to make this mod and it works (almost) exactly as advertised, the one caveat being that it doesn't appear to extend the range in any noticeable way. The range of the weapon seems to solely be affected by the speed attribute so you may test that I've included an image of the attribute I'm referring to in FO4Edit. https://imgur.com/XqZjRIu Thanks for the mod and good luck in future modding ventures. =)
Edit: After further testing, it is a combination of the range and speed file. Range appears to be a cap on the maximum limit of how far the projectile can fly, speed affects how far the projectile goes, these are just my best guesses but after lowering range while keeping the speed the same, the projectiles no longer work at a huge distance.
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This makes flamers totally OP and unimmersive. This also makes asbestos lining or power armour fire immunity (mods) absolutely useless against flamers.
Cryolator might not do any fire dmage LOL -BUT- there are now a few mods that tweak, add to and modify the cryolator.
Edit: I take this back, my method does not seem to work for this particular file.
Edit: After further testing, it is a combination of the range and speed file. Range appears to be a cap on the maximum limit of how far the projectile can fly, speed affects how far the projectile goes, these are just my best guesses but after lowering range while keeping the speed the same, the projectiles no longer work at a huge distance.