Fallout 4
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Aphest

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aphest

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About this mod

Overhauls Molotovs to have a tactical use and real explosion values gathered from real-life Molotov explosions. Script-free! Flamers Optional!

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> FEATURED ON THE NEXUS MODS OFFICIAL COMMUNITY  PAGE <
We made it to HOT MODS!
Thank you Everyone!
Now includes optional compatibility patch for Fallout Tactics Flamer Pistol - Load my patch after that mod.
Now includes optional compatibility patch for The Assault Flamer - Load my patch after that mod.
Cleaned with FO4Edit and uses NO Scripts. Don't forget to Endorse if you like the mod!

> Try my Skyrim Warhammer mods! <
Playable Dwarf Race
Skaven of Skyrim
Felix Jaeger - Custom Voiced Follower
Bardin Goreksson - Voiced Dwarf Follower
Dwarf Bandits & NPCs
WAAAGH - Orc Skeleton Replacer and Power
End Times of Skyrim - Chaos
Victor Saltzpyre - Custom Voiced Follower
Kharaz Gnel Remastered - Dungeon


My new "Combined Pack" includes this mod!
Immersive Burning Molotovs (and Flamers)! With burning enemies!
FEATURES - (videos below) Script-Free
Now available: Optional "Larger Radius" Version! See FOMOD Installer.
Now available: Optional RUDDY88 Extended Flamer Range Edition! See FOMOD Installer.
Please send some endorsements to Ruddy88, who has generously allowed me to include one of his personal mods with mine!


1) Molotov damage has been overhauled to be more realistic. Changed from Gas to Liquid
. (...Really Bethesda...?)
   - Enemies hit by a Molotov or Flamer will now suffer ENERGY damage per second for 15 Seconds to simulate burning skin.
  
- Enemies hit will scream and flee while they are on fire. (New tactical use for Molotovs)
   *Robots, Synths, Feral Ghouls, Power Armor enemies, and Legendary enemies will NOT flee, but they will take damage.

2) The blast radius has been changed to be as realistic as possible.
   - Molotovs will no longer explode with the force and radius of Frag Grenades, which often kills the player.
    - The blast is now based off real-life values, assuming the cocktail contains 1 Liter of petrol.

3) Molotovs now leave Fire Hazards
   - Enemies who step onto the burning ground will begin to suffer ENERGY damage per second for the time they remain in the fire.
   - Hazards last for 20 seconds.
   - Humanoids/beasts will try to avoid walking over the Fire Hazards. Great for blocking off entrances or making a quick getaway!
   - Great for flushing people out of cover!


4) Molotov fires now emit Real light that reacts to the environment. No performance impact.
   - Makes nighttime fights much more immersive.
   - Removed the annoying Lens Flare FX from burning enemies.


~ I also recommend my Immersive Scaling - Damage - Dismemberment mod, which greatly complements this on
e!


Gameplay:



Real:


*
Note: Molotovs in the pip-boy will show up as dealing 1 base damage. You are throwing a glass bottle at them. What hurts is the upcoming explosion of flame that engulfs their body in burning petrol, causing them to panic, scream, run. This creates an opening for you, much like a Flash Bang would do.

*If you would like more burning damage, please request a "more damage" version. I am happy to take requests.