Interesting, I made the mod 6 years ago and never tried Codsworth myself and no one else has said anything in that time. Unfortunately I stopped modding years ago so can't look into it.
Hello! This mod sounds like a very nice addition, I am actually surprised that its not popular at all.
However, the description is a little bit confusing. Are 10 points of explosive damage applied continuously (i.e. every second a target is being hit) or for every first impact on a target?
My point is that flamer damage is already governed by Big Guns perk, increasing it further with Demolition Expert sounds too OP. Moreover, you have already increased the base damage from 9 to 12 and marked the damage type as "fire" instead of "energy". Since no vanilla enemies have innate fire resistance, these buffs alone should suffice.
On the other hand asbestos lining (AFAIK makes the wearer immune to being set on fire, i.e. burning effect) and full power armour should neutralise the fire damage to a certain degree (i use HPA_extended mod, which makes PA immune to fire and burning). Danse in ArcJet testing chambers SURVIVED after being fried with a friggin' SPACE ROCKET THRUSTER, while wearing a full set of PA. That's about 3500°C, not counting the jet stream force. But with 10 explosion damage (20 with max Demolitions perk IINM) I would be able to just poke BOS paladins to death (slowly but inevitably), when they should be 100% immune to flamers (as real world liquid flamethrowers' burning temps vary from 900 ~ 1200°C).
And, needless to say, this is a not a thermobaric weapon, so explosive effect of a burning liquid stream is kinda strange...
P.S. After some testing I've come to a conclusion that this mod is too imbalanced. Enemies with flamers now cut through power armour like hot knife through butter (and that is with PA fire immunity mod). The DPS is too high, probably because of added explosive damage, which seems to be applied continuously or even stack with itself. Good luck storming Saugus Ironworks with that mod. For a strange reason, I wasn't been able to inflict much damage to the enemies, probably because my Demolition Expert skill equals zero.
I am confused by the comments. You say DPS is too high then say was not able to inflict much damage.
The Big Gun perks helps other heavy weapons a lot more than the flamer. Taking the base damage from 9 to 12 gives you only 6 more points of damage with 5 points spent in the Big Gun perk than not having the mod. That is a tiny amount of extra damage given by the mod. Edit: Found out this was not exactly true.
So after that small increase I found flamers still weak. The 10 points of damage from the explosive is a good boost to flamers. You need to spend another 4 points in Demolition Expert to get 10 more points of damage. You are spending a lot of points for small gains. I can understand the point that it might be against the lore to damage a target wearing PA but I take having fun with a flamer build more important than the lore. It is a very slow process to fight PA wearing MOBs with this mod.
I mean that with this mod enemies seem to be much more resistant to fire damage than player character is. But that may be subjective. I tested it on Forged in Saugus Ironworks.
Anyway, I have discovered that all F4 flamer mods totally break my balance, especially this one, since it adds explosive damage. Flamers are just too OP. I am lvl 38 and power armours are useless, because flamers chew through them in mere seconds.
Thanks to your concerns, I did some experimenting and found out with this mod flamer damage was increased by the Big Gun perk by more than I thought. The base damage with 5 points in Big Gun increased from 40 to 53 with this mod. I did not think Big Gun would increase the explosion damage but it looks like it did from 10 to 20. The result was the damage per second of the flamer with 5 points in Big Gun increased from 223 to 670.
I had other changes I wanted to publish for the mod so I reduced the explosion damage from 10 to 5 points with version 3. The result now is the DPS is 580 with 5 points in Big Gun but none in Demolition Expert. You can still get higher damage on flamer with Demolition Expert.
Some comparison DPS numbers: Minigun with 5 Big Gun and no mods is 576. A Tri Barrel will increase this. Legendary effects can make it even better. Gatling Laser with no mods and 5 Big Gun is 916. Several mods can be applied at weapon bench to increase this. Store bought Overseer's Guardian with best weapon bench mods and 5 points in Rifle is 1195. This also ignores 30% of armor. Easy to get Lorenzo Artifact with difficult to get Electrified mod and 4 Demolition Expert and 5 Gun Slinger is 1303.
Thank you for updating the mod! I will give it another test run. The most unimmersive thing about the vanilla flamer is not its mediocre damage output, but its lackluster shooting mechanics and complete lack of AOE damage. When I stormed the Castle I used flamer to wipe the mirelurk eggs and larvae (in reality that kind of weapon would be ideal for that purpose). However, with vanilla flamer it was absolutely useless to spray walls or ground with liquid fire - it didn't do any damage at all. I had to precisely target every single egg and larva with fire stream, as if it was a water pistol.
any chance i can get a hand putting the effect of this mod on to another weapon mod (m2 redux) love this mod too much to use a flamer that didn't have these effects installed ive read the modders bit in the description but its a little advanced for me any help appreciated
Hey I recently downloaded a molotov Flamer mod that sounds similar. It sounds like you have really put work into this and it does everything and more that others do .So I'm gonna choose this one instead.
If anyone else had asked I likely would have said unlikely but given the work you did for me I will say I could be convinced to get to it in a few days.
Turns out is a conflict with Better Mod Descriptions when using the esl file. I have documented the conflict in the description but that motivated me to put up an esp version.
I have a link to Better Burning Damage in the description which might help you out. Otherwise this would fall under the Open issue I put in the description. I do need to know which specific weapons to look at. Will ad junk jet to my list so thanks for posting. Doubt will get to anything new soon though.
17 comments
However, the description is a little bit confusing. Are 10 points of explosive damage applied continuously (i.e. every second a target is being hit) or for every first impact on a target?
My point is that flamer damage is already governed by Big Guns perk, increasing it further with Demolition Expert sounds too OP. Moreover, you have already increased the base damage from 9 to 12 and marked the damage type as "fire" instead of "energy". Since no vanilla enemies have innate fire resistance, these buffs alone should suffice.
On the other hand asbestos lining (AFAIK makes the wearer immune to being set on fire, i.e. burning effect) and full power armour should neutralise the fire damage to a certain degree (i use HPA_extended mod, which makes PA immune to fire and burning). Danse in ArcJet testing chambers SURVIVED after being fried with a friggin' SPACE ROCKET THRUSTER, while wearing a full set of PA. That's about 3500°C, not counting the jet stream force.
But with 10 explosion damage (20 with max Demolitions perk IINM) I would be able to just poke BOS paladins to death (slowly but inevitably), when they should be 100% immune to flamers (as real world liquid flamethrowers' burning temps vary from 900 ~ 1200°C).
And, needless to say, this is a not a thermobaric weapon, so explosive effect of a burning liquid stream is kinda strange...
P.S. After some testing I've come to a conclusion that this mod is too imbalanced. Enemies with flamers now cut through power armour like hot knife through butter (and that is with PA fire immunity mod). The DPS is too high, probably because of added explosive damage, which seems to be applied continuously or even stack with itself. Good luck storming Saugus Ironworks with that mod. For a strange reason, I wasn't been able to inflict much damage to the enemies, probably because my Demolition Expert skill equals zero.
The Big Gun perks helps other heavy weapons a lot more than the flamer. Taking the base damage from 9 to 12 gives you only 6 more points of damage with 5 points spent in the Big Gun perk than not having the mod. That is a tiny amount of extra damage given by the mod. Edit: Found out this was not exactly true.So after that small increase I found flamers still weak. The 10 points of damage from the explosive is a good boost to flamers. You need to spend another 4 points in Demolition Expert to get 10 more points of damage. You are spending a lot of points for small gains. I can understand the point that it might be against the lore to damage a target wearing PA but I take having fun with a flamer build more important than the lore. It is a very slow process to fight PA wearing MOBs with this mod.
Anyway, I have discovered that all F4 flamer mods totally break my balance, especially this one, since it adds explosive damage. Flamers are just too OP.
I am lvl 38 and power armours are useless, because flamers chew through them in mere seconds.
I had other changes I wanted to publish for the mod so I reduced the explosion damage from 10 to 5 points with version 3. The result now is the DPS is 580 with 5 points in Big Gun but none in Demolition Expert. You can still get higher damage on flamer with Demolition Expert.
Some comparison DPS numbers:
Minigun with 5 Big Gun and no mods is 576. A Tri Barrel will increase this. Legendary effects can make it even better.
Gatling Laser with no mods and 5 Big Gun is 916. Several mods can be applied at weapon bench to increase this.
Store bought Overseer's Guardian with best weapon bench mods and 5 points in Rifle is 1195. This also ignores 30% of armor.
Easy to get Lorenzo Artifact with difficult to get Electrified mod and 4 Demolition Expert and 5 Gun Slinger is 1303.
The most unimmersive thing about the vanilla flamer is not its mediocre damage output, but its lackluster shooting mechanics and complete lack of AOE damage.
When I stormed the Castle I used flamer to wipe the mirelurk eggs and larvae (in reality that kind of weapon would be ideal for that purpose). However, with vanilla flamer it was absolutely useless to spray walls or ground with liquid fire - it didn't do any damage at all. I had to precisely target every single egg and larva with fire stream, as if it was a water pistol.
love this mod too much to use a flamer that didn't have these effects installed
ive read the modders bit in the description but its a little advanced for me
any help appreciated
Any chance of an ESP version?