Seems like there is no fire and cryo resistance value placed on wasteland creatures. Since all creatures have 0 fire and cryo resist, Codsworth can use his little flamethrower to burn a deathclaw down in three seconds. (Indeed, with this mod, Codsworth will always use his flamethrower to attack non-human enemies, never uses his sawblade, shows that the combat AI knows that the foes have 0 resist in fire)
If possible, please add reasonable fire and cryo resist values onto creatures.
WB works like Better locational damage except that WB edits projectiles(bullets) to change the damage variables based on the calibre and the strength of the armor being worn instead of changing weapon and armor properties themselves.
It adds resistance to vanilla armor modifications. If DLC armor uses them then resistances also would apply to it. There is no edits to armor directly.
Any way to make this affect mod added weapons or is it compatible out of the box? I have one that adds a flamethrower and if it's not compatible, would like to make it so.
I added the patch, but i doubt it will be balanced that way. These exotic damage types do a lot of impact by themself, and EW rises the damage numbers even higher.
Since this mod is mainly about flamer I'll ask here:
- anyone found a way to actually fix-up Flamer? 0) in VATS only first dmg does damage then no damage at all, even outside vats (found a mod to fix it https://www.nexusmods.com/fallout4/mods/30986 ) 1) in VATS it shows that it'd take half of enemy HP but does only like 5% hp in dmg - no solution so far 2) critical meter doesn't go up at all for first two shots, then after each next shot it fills up critical up to 100% - no solution so far 3) if you mod barrel before nozzle - range gets ridiculously short + even with flame damage type buff it's still worse than plasma flamer lol
Vanilla fire resistance just adds energy resistance. As well as all other armor modifications do, despite what their description says. And yes, if you or enemies don't have these rare resistances which comes from the armor modifications those weapons are really deadly.
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If possible, please add reasonable fire and cryo resist values onto creatures.
- anyone found a way to actually fix-up Flamer?
0) in VATS only first dmg does damage then no damage at all, even outside vats (found a mod to fix it https://www.nexusmods.com/fallout4/mods/30986 )
1) in VATS it shows that it'd take half of enemy HP but does only like 5% hp in dmg - no solution so far
2) critical meter doesn't go up at all for first two shots, then after each next shot it fills up critical up to 100% - no solution so far
3) if you mod barrel before nozzle - range gets ridiculously short
+ even with flame damage type buff it's still worse than plasma flamer lol
why does fire resistance providing weave(s) exist then in vanilla?
P.S. - doesn't this just make all rare-damage-type weapons way more powerful due to lack of rare-resistances in enemies?
Or maybe an All-in-one DLC patch?