Fallout 4
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joycourier

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joycourier

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About this mod

Changes the Cryolator's damage type to Cryo instead of Energy.

It's an ESL flagged file, so it doesn't count to your load order limit.

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If you like this mod, you'll love Flamer Does Fire Damage.
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Simply makes the Cryolator do Cryo damage. Everything below is just numbers.

If you're looking for something a little more spicy, check out Better Cryolator. It adds custom weapon mods, neat!
Or if you want the Cryolator to be more freezy freezy and less killy killy, check out Freezing Cryolator.

Finally, I know other mods exist to change the damage to Cryo, but this has two advantages:

  • It's an ESL.
  • It changes the Capsule projectile too, so it doesn't do a Cryo-Ballistic split. It's pure Cryo.
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I'm not sure how this affects balance.
Here's a 'test' of me shooting companions directly with the Capsule Cryolator until they go down:

  • Dogmeat without Cryo Damage: 5 Shots.
  • Dogmeat WITH Cryo Damage: 13 Shots.
  • Cait without Cryo Damage: 5 Shots.
  • Cait WITH Cryo Damage: 2 Shots.

I'm not sure what to make of this. Maybe animals have a higher resistance to the cold?
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The Cryolator is strange either way. Just read this excerpt taken from this Reddit post:

Another interesting bugged weapon. This weapon along with the Gamma Gun actually led to my discovery of this bug which many weapons have. The Cryolator when upgraded to it's ballistic ranged form goes from doing one damage type to two, energy and ballistic. Interestingly enough, it also becomes AoE. Yup, that's right. Now, in a similar fashion to the Gamma Gun, the Cryolator does its damage normally when striking a surface near the target. The Cryolator lists by default with 20 energy damage and 20 ballistic damage, and this holds up. The enemy will lose 40 health when the ground is struck closely to the target.

However, when the target is struck directly, the Energy Damage is applied twice in two separate instances. This means that the enemy will receive 20 ballistic damage, then 20 energy damage and then 20 MORE energy damage for a total of 60. This means that any upgrades to damage from perks will be even more effective as well. This is a very potentially deadly weapon when fully upgraded and maxed out with perks.

Oh, and it also staggers on every hit. =)
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I was curious about the discrepancies relating to this 'explosion', and indeed there is a damaging explosion attached to the Cryolator's capsule projectile, damage which is shown when you look at the stats.

I found some ghoul with a red jacket and used him to test 3 types of damage:


Keep in mind that Dogmeat tanks the Cryo damage, this was just to test the differences with the explosion.
This is definitely, probably, possibly a buff.
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Conflicts: With any mod that changes the Cryolator, of course.

Known Issues: Well, the Capsules are doing a little explosion damage, but the weapon does more damage overall when I move that explosion damage to the Barrel mod, for some reason. As a trade off though, this does mean that the 1cm wide pellets no longer explode like a grenade, so I think it's fair. If you want to be rewarded for inaccuracy, don't use the pellets.
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If anyone has any requests for a specific version (with reduced damage, rate of fire, etc.), let me know.
I'm considering adding an attachment to decrease Fire Rate by 33%, should help conserve ammo when you choose to do so.