Fallout 4
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Intro
You may notice that in vanilla game there only two damage types: physical and energy. And that despite the fact that we have flamethrower, cryo gun and electricity things. More than that in game data already exist damage types for fire, cold and electricity, and also there is damage icons. So i decide to change things a little bit.

TL;DR
Fire with fire! Freez with cold! Kill all humans!

TS;WR (too short; want to read)
What exactly does it do?
v. 1.0
- Change damage type for flamer from energy to fire.
- Change damage type for cryolator from energy to cold.
- Flare gun did 10 physical damage, now it do 5 physical and 5 fire.
- Some NPC robots did physical damage with their lasers and energy one with their fire and cryo guns, now they do what they should do.
v. 1.1
- Added fire and cold resistance to power armor. Mods for PA as model A/B/C/etc. still add only physical and energy resistance.
v. 1.2
- Cryo grenades and mines now do cold damage (be aware, this thing can be devastating).
- Molotov cocktail now do fire damage, burning effect last 30 sec (before was 5 sec).
- Pulse grenades and mines now do 20 physical damage, because it's still some explosion, but additionally do 150 electrical damage to robots and power armor.
- Flamer damage fixed.
- Fire/Electrical weapon modification now add fire/electrical effects, not energy.
- Some mods for armor (and PA) now provide appropriate damage resistance.
- Institute pistol mods for fire damage now do cold damage. It idea suggested user AishaLove, and i find pretty good, because otherwise we have two absolutely identical laser pistols. Two equal gun, seriously Bethesda, why not three or four?
- Chems Fury, MedX, Psycho, PsychoJet and Psychotats now additionaly provede fire, cold and electrical resistance.
v. 1.3
- Fixed prefixes for institute laser pistol.
- Added some missing damage type mismatches.
v. 1.4
- Added flamer muzzles damage multipliers.
- EyeBots has 25 fire resistance.
- Mr. Handy robots has 50 fire resistance.
- Coursers has 50 fire and cold resistance.
- Assaltrons has 100 fire and cold resistance.
- Sentry bots has 150 fire and cold resistance.
- Liberty Prime has 200 fire and cold resistance.
v. 1.5
- Pulse mines and grenades: damage raised to 300, because i fail to convince game that electricity damage type is not damned energy type. This things supposed to be special anti robot weapon that does high penetrating damage, but as far energy resist applied no penetration is possible.
- Reworked power armor fire/cold resist. Now it scale with A/B/C etc. model modifications. That change provide compatibility with mods that directly change PA stats.
- Armor pieces except raider armor got fire and/or cold resistant:
- Leather armor now provide additional cold resistance;
- Metal armor now provide additional fire resistance;
- Combat armor provide fire and cold resistance;
- Synth armor provide fire and cold resistance, slightly higher then combat one.
All resist values scaled along with light/medium/heavy armor modifications.
- Added winterized coating modification for armor pieces, provide cold resistance obviously. Modification in miscellaneous category, along with lead lining and asbestos.
- Asbestos and winterized modifications now can be applied to arms and legs, as it does with lead lining.
v. 1.6.
- Fixed bug where pulse grenades and mines didn't couse damage to e\player and enemies in power armoor.
v. 1.7.
- Removed flag 'Hide in UI' from base magic effects. Now you should see fire/cold/electrical damage in weapon stats.
- Wrote script to imitate electrical damage for pulse grenades and mines. Should do 150 damage to robots and enemies in PA. Player in PA also affected.
- Added compatibility patch for Hermetic Power Armor mod.
- Raised damage of Codsworth's flamer and others Mr. Handys by 10 (1 in vanilla). In total with DoT it will be 18 dmg.
v. 1.8.
- With Fallout 4 version 1.3x update a lot of people with different mods encounter problems with invisible robots, and my mod was not an exclusion. Problem was localized and exterminated with no remorse. Due to this following changes was made to robots elemental resistances:
Coursers: 50 fire and 50 cold resistance.
Eyebots: 60 fire and 40 cold resistance.
Mr. Handy model line: 50 fire and 30 cold resistance.
Protectrons, assaultrons, sentry bots, Liberty Prime, some Mr. Gutsy: 150 fire and 150 cold resistance.
Turrets: 35 fire and 20 cold resistance.
v. 1.9.
- As i suddenly heard there is some nasty bug with freezing enemy in vanilla game. If you didn't know it cause respawned enemy to play dead if it was killed with cryolator or any other cryo weapon. In this version of DTV i included fix for that.
v. 2.0.
- Added Automatron DLC support.
- Forms synchrined with latest game update (ver. 1.5).
- Recompilled script with CK.


Issues
Electrical damage imitating script not effect on damage sources rather than grenades and mines. Things like weapon modifications stun stun batons processed by game as energy damaging weapons. Mod may have pretty low compatibility because it alters explosions, object effects, object modifications etc, see in FO4Edit for red lines if you want to know how it compatible with your load list.