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.
- Permissions and credits
- Changelogs
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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.
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:
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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:
- Vanilla damage (with the 20 explosion damage)
- Explosion damage removed and added to the Barrel mod
- Both Cryolator base and the Barrel's extra 20 damage do Cryo 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.