A lightweight overhaul of the Molotov cocktail that fixes some gameplay issues and strives to make the Molotov cocktail a viable weapon throughout an entire playthrough.
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Changelogs
Version 3.5
Completely redid the logic for triggering the NPC fear condition from the Molotov's fire effect. Previously, the fire effect would check a list of specific race records and trigger the fear condition only on certain races (like humans); however, this approach didn't account for races from DLC or other mods. Now I use Robco Patcher to distribute my custom DamageTypeMolotov keyword to all races in your load order except those with specific keywords that I exclude. Then, the fire effect simply checks the NPC's race to see if my keyword is present and causes the fear effect if it is. The keyword exclusion list--those races that won't get the DamageTypeMolotov keyword and therefore won't flee in fear when burning with the molotov's fire effect--is subjective but based on the idea of "tough" races that wouldn't be afraid of fire or otherwise can't feel fear (like robots):
ActorTypeSuperMutant ActorTypeDeathclaw ActorTypeSynth ActorTypeRobot ActorTypeSuperMutantBehemoth ActorTypeMirelurkQueen ActorTypeTurret (mostly a failsafe as turrets can't have fear effect applied) ActorTypeLibertyPrime isVertibird (again, mostly a failsafe)
Carried over fixes on FXFireHitVisualsMolotov MGEF record from "Community Fixes Merged." This includes adding the Fallout4.esm DamageTypeFire keyword (used mainly for a few in-game perks) as well as a condition to check for dn_HasLining_FlameResistance (i.e., whether the subject can't catch on fire because of a piece of equipment they're wearing).
Version 3.0
Reverted the resist value of the Molotov cocktail's fiery hazard to type "Energy Resistance" from "Fire Resistance" (the latter being a virtually unused/never implemented variable in vanilla FO4). This makes the potential damage output less when used against enemy NPCs with Energy Resistance, but I felt reverting this back to the value as set by vanilla FO4 was important to prevent the player character from suffering unblockable damage when hit by Molotov cocktails.
Expanded the list of enemy races affected by the new fear effect from the Molotov Cocktail fiery hazard: dogs (raider dogs and mongrels), mole rats, bloatflys, bloodbugs, and radroaches.
Legendary enemy NPCs (of all types) are now immune to the fear effect.
Implemented a new "DamageTypeMolotov" keyword for distinguishing fiery hazard damage in Demolotion Perk calculations (was previously depending on the "fire damage" type keyword that am now no longer using).
Version 2.0
The damage over time dealt from the Molotov cocktail fire hazard now scales with the Demolotion Expert perk.
Implemented a new "fear" effect for the fiery hazard from the Molotov cocktail that causes human NPCs to flee in terror for a short time. Human NPCs in power armor and unique human NPCs are not affected (the latter to prevent trivializing combat for key quest encounters).
Minor adjustments to the explosion record for Molotov cocktails to further emphasize that they don't actually cause explosions.
Removed the new types of Molotov cocktails I'd previously introduced as they are no longer necessary with the damage scaling now provided with the Demolition Expert perk. Also removed associated leveled list edits.
Removed edits to the vanilla recipe for Molotov cocktails. I didn't want it to be too easy to produce large quantities of them.
Removed the "fake" legendary attachment that I previously introduced to the Molotov cocktail for providing an in-game description. I'd rather folks just understand how Molotov cocktails work from the mod description than be forced to see a legendary star symbol in-game.
Version 1.0
Initial release
Molotov Cocktails: What's the Problem? The Molotov cocktail in Fallout 4 seems very useful at first as you easily burn through groups of radroaches or low-level raiders. However, the longer you play, the following issues become apparent:
Explosive damage. The Molotov cocktail actually explodes for 50 instant damage, then leaves a fire hazard that burns for a total of 40 damage over 5 seconds. (There's also a damage of 1 when the thrown Molotov cocktail makes direct contact--bonk.) First, it's worth noting that real Molotov cocktails don't actually explode; they simply spread flammable liquid. Second, Molotov cocktails dealing instant explosion damage leads to some extremely frustrating gameplay. There's no way to know for sure which enemies will use a Molotov cocktail, and unlike a thrown grenade with a fuse/timer, you oftentimes can't escape from an incoming Molotov cocktail. On harder gameplay levels like Survival, Molotov cocktails can instantly kill you.
Damage scaling. The explosive portion of the Molotov cocktail damage will scale with the Demolition Expert perk, but the burning "damage over time" from the fire hazard does not. This causes the burning portion of the Molotov cocktail--which is kind of the point--to become virtually worthless as you encounter more difficult enemy NPCs.
Damage resistance. Because of the way the Fallout 4 damage resistance system works, higher damage values do significantly more "true damage" than lower damage values (see here for more info). As a result, the low "burning damage over time" values from the Molotov cocktail become increasingly negated over time as you face enemies with higher energy resistance (yes, Molotov cocktails hazards are tied to energy resistance).
Inconsistent burning effect. The fiery hazard from an exploded Molotov cocktail, which triggers the damage over time effect, lasts for 8 seconds, but the actual damaging effect lasts for only 5 seconds. As a result, if an enemy is still standing in the hazard at the end of the 5 seconds, the hazard will check again (which it does every 0.3 seconds) to see if it should re-apply the damaging effect. This means enemies could "burn twice" as a result of continuing to stand in the hazard. There's nothing inherently wrong or broken about this, but it's a bit counter-intuitive or unrealistic.
Blaze: What This Mod Changes Following is what Blaze changes about the Molotov cocktail experience:
I've completely removed the explosive damage from Molotov cocktails. If the thrown Molotov cocktail projectile itself makes direct contact, it does 1 point of normal damage (bonk) to the target.
The fiery hazard left by an exploded Molotov Cocktail now does 100 burning damage over 8 seconds. This 100 total damage is roughly on par with the vanilla Fallout 4 Molotov cocktail which does 90 damage (50 explosive damage + 40 burning damage). In addition, I've adjusted the damage effect to occur over 8 seconds instead of the default 5 in order to match the length of time the fiery hazard lasts.
I've modified the Demolition Expert perk so that it now also affects damage from the Molotov cocktail fire hazard. This means the Molotov cocktail will scale better into the end-game.
I've added a new fear effect to the fiery hazard from the Molotov cocktail. Humanoid NPCs and other creatures (with some notable exceptions for "tough" creatures like Deathclaws) will temporarily flee in terror when affected by the fire hazard, giving the Molotov cocktail a tactical ability that will remain useful throughout your entire playthrough. Note that human NPCs in power armor, unique NPCs, and legendary NPCs are not affected by this ability.
Compatibility Other mods that make edits to the explosion, object effect, or magic effect records used by the Molotov cocktail will be incompatible.
Other mods that edit any of the ranks of the Demolition Expert perk would conflict. Let my mod win any conflicts to get my changes to the perk.