This page was last updated on 15 April 2025, 8:37PM
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.