0 of 0

File information

Last updated

Original upload

Created by

Pendan

Uploaded by

pendannadnep

Virus scan

Safe to use

About this mod

Molotovs and flamers set targets on fire and leave behind burning areas which cause damage to all in the area, increase base damage of flamer, flamer range is increased, NPCs set on fire run away in fear, and more features.

Permissions and credits
Changelogs
Yet another molotav and flamer mod however I have a few features I have not found working with any of the other mods. In particular it has bothered me that the flame patches left behind by flamers do not actually burn when a MOB walks through it. I have also had a hard time using other flamer or molotav MODS with a companion because I do too much damage to them.

Features:
The default game flamers are way underpowered. Base damage of flamers has been increased from 9 to 12 and changed from energy to fire damage. Just changing to fire damage increases damage because a lot of MOBs have energy resistance but not fire. I have also included the change done by Flamer and Plasma Flamer VATS Fix because no way to have the damage change and still use that mod.

5 points of explosion damage have been added to flamers. This is to help with fire resistant targets and so that the weapon can scale some with the Demolition Expert perk. I believe flamers are weak at higher levels so wanted to scale the damage if you are willing to get the perks. Both Heavy Gunner perk and Demolition Expert perk should help at higher levels now.

The range of flamers has been doubled in most configurations.

Both molotovs and flamers will set targets on fire when they hit. The damage is 15 for 10 seconds for a total of 150 and this uses Fire Resistance. For gaming reasons the fire is not applied to those wearing power armor or with the with the asbestos lining modification. Additionally the fire is not applied to a companion if player has the Inspirational 2 perk which is supposed to make companions safe from your damage.

When on fire, MOBs will have a low level fear effect applied so they don't calmly fight back while on fire. Legendaries, robots, synths, and feral ghouls will not have the fear applied.

Both molotovs and flamers leave behind burning ground for 10 seconds. The big breakthrough for me was flamers are also able to do this. See the Technical info below if interested how. This fire is 10 damage that is applied repeatedly but has only a 1 second duration so moving off quickly won't kill you. Is has a high fear modifier with it to hopefully get most things to not stand around on it. Companions appear to be immune to fear so I had to make them immune to this fire even if don't have the Inspirational 2 perk because otherwise they would stand on it until dead or the fire faded. Power armor and asbestos lining are still immune to this fire. I left this fear to apply to legendaries, robots, synths, and feral ghouls in hopes that the large fear modifier will get them to move away but this is untested.

To compensate for the added burning damage the initial impact damage from a molotov has been decreased from 50 to 15 and it should have a small stagger effect instead of stunning. Molotov's are supposed to burn not cause impact damage. The radius has been reduced to what I think are more appropriated values. Not sure exactly what it changes but the explosion has been changed from trapped gas to trapped oil.

When adventuring you often come across things on fire that damage you. They however were doing energy damage not fire. I have modified many of them to do fire damage. Because most have much lower fire resist than energy resist, I have reduced the damage they do by almost half. If wearing power armor or have asbestos lining modification to a piece of equipment you will not take damage.

Other mods I use for enhance fire play:
M.D. Wolfe's Flamer fuel rebalanced This removes the remaining flamer problem of going through ammo so fast. One problem is you end up with a lot of partially used flamer ammo in inventory because reload (sometimes by mistake) before a "canister" is empty. Unlike fusion cores you can't tell how full one is and you can't self load. Would be nice to figure out if can change by modding the level display in inventory or if can get the game to load a partial canister instead of always a full one first.

Better Burning Damage More fire fun

Jesters Better Fire Better visuals

Smoke And Flames Enhanced Installed after Jesters art and overwriting if conflict

NPCs Consume Molotov Cocktails I am actually using a mod whose file is "Immersive NPC Grenade.esp" which does the same thing for all thrown grenades but even searching for each word separately I can't find the download page. Mod authors don't name your files so people can't find where they come from.

Arbitration I am only using Farther Grenade Detection and  Reduced Grenade Spam files. Using all the files would likely overwrite all my changes.

I do not remember which mod I got it from but I am also using a mesh for the longer spray from flamers.

Open issues:
The range does not display proper values when using the weapon workbench to change modifications.

Might be other fire based weapons and flames to address eventually.

Technical Info:
This section is for mod developers.

I looked through many molotov mods before I found one that actually left behind ground on fire that would do damage if entered. Some claimed to do it even when did not work. The trick is to have your initial EXPL place another EXPL instead of a HRZD, MGEF, or SPEL. The second EXPL then places the HRZD in my case. I don't know why the engine only makes the hazard work in that case. Thanks to CobraL0rd and Fire - Grenades - Explosions Enhanced for helping me figure this out.

The same trick however was not working for me with the flamer fire patches and CobraL0rd could not figure it out even though he solved the molotov issue. Like him and another flamer mod author I saw mention the problem, I tried all kinds of setting combinations with no luck for a long time. The final solution beyond the double explosion was to change the projectile of flamers to use the Explosion flag, do not use the Alt. Trigger flag, change the type from Flame to Missile, and finally to get the flame patch to show up at the proper location, instead of falling short, to increase the speed to match the range of the projectile.