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DeathByPewPew

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DeathByPewPew

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31 comments

  1. dantekral
    dantekral
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    Great mod but what is the flee time , im afraid this will break the balance like if i was against the high level gunners i could easy escape if its like 10 seconds ? could you tell me how many seconds you tweaked
    1. DeathByPewPew
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      It's currently set to 12 seconds. The visual burn effect lasts for 8 seconds, so having the fear effect finish at 12 seconds provides for a smooth transition from "I'm on fire and freaking out" to "I'm no longer on fire and can return to the fight."

      The point of the fear effect is to help the Molotov cocktail remain relevant throughout your entire playthrough because it affects NPCs regardless of what level they are. However, I've excluded certain races, such as super mutants and robots, and also excluded legendary enemies, unique NPCs, and enemies in power armor to maintain game balance.
  2. ArcanicVoid
    ArcanicVoid
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    I've implemented your changes into Community Tweaks Merged and I noticed your mod doesn't include DLC creatures. I added those DLC creatures and can include those names if you like. I also made one small adjustment that doesn't include humans, as Gunners/Raiders aren't afraid of some fire.
    1. DeathByPewPew
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      Cool, thanks for the heads-up! I might add DLC creatures at some point to the custom fear effect, but I'll probably leave things as-is for now as people would complain why my simple mod requires DLC...
    2. ArcanicVoid
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      Ah, gotcha yeah that makes sense. List provided in case you maybe decide to do a 'DLC' patch:
      Spoiler:  
      Show
      Subject.GetIsRace(AlienRace [RACE:00184C4D]) = 1 OR
      Subject.GetIsRace(BloatflyRace [RACE:00029463]) = 1 OR
      Subject.GetIsRace(BloodbugRace [RACE:0002456D]) = 1 OR
      Subject.GetIsRace(BrahminRace [RACE:0002047E]) = 1 OR
      Subject.GetIsRace(CatRace [RACE:000C9ACF]) = 1 OR
      Subject.GetIsRace(MoleratRace [RACE:0001D810]) = 1 OR
      Subject.GetIsRace(RadRoachRace [RACE:0004716C]) = 1 OR
      Subject.GetIsRace(RadStagRace [RACE:0007ED1D]) = 1 OR
      Subject.GetIsRace(RaiderDogRace [RACE:00187AF9]) = 1 OR
      Subject.GetIsRace(StingwingRace [RACE:0005FBB1]) = 1 OR
      Subject.GetIsRace(ViciousDogRace [RACE:0003578A]) = 1 OR
      Subject.GetIsRace(DLC02BloatflyRace [RACE:02000A61]) = 1 OR
      Subject.GetIsRace(DLC02BloodbugRace [RACE:02000A62]) = 1 OR
      Subject.GetIsRace(DLC02BrahminRace [RACE:02000A52]) = 1 OR
      Subject.GetIsRace(DLC02CatRace [RACE:02000C79]) = 1 OR
      Subject.GetIsRace(DLC02MoleratRace [RACE:02000C7F]) = 1 OR
      Subject.GetIsRace(DLC02RadRoachRace [RACE:02000A63]) = 1 OR
      Subject.GetIsRace(DLC02RadStagRace [RACE:02000A5D]) = 1 OR
      Subject.GetIsRace(DLC02RaiderDogRace [RACE:02000C7D]) = 1 OR
      Subject.GetIsRace(DLC02StingwingRace [RACE:02000A64]) = 1 OR
      Subject.GetIsRace(DLC02ViciousDogRace [RACE:02000C7C]) = 1 OR
      Subject.GetIsRace(DLC03_MutatedWolfRace [RACE:0303D077]) = 1 OR
      Subject.GetIsRace(DLC03_RadChickenRace [RACE:0303FD66]) = 1 OR
      Subject.GetIsRace(DLC03_RadRabbitRace [RACE:0303DDDE]) = 1 OR
      Subject.GetIsRace(DLC03StingwingRace [RACE:0303CF1E]) = 1 OR
      Subject.GetIsRace(DLC04_BloodwormRace [RACE:0600A1A6]) = 1 OR
      Subject.GetIsRace(DLC04_BrahmiluffRace [RACE:06023435]) = 1 OR
      Subject.GetIsRace(DLC04_CaveCricketRace [RACE:0600AAFE]) = 1 OR
      Subject.GetIsRace(DLC04_RadAntRace [RACE:0600CE5E]) = 1 OR
      Subject.GetIsRace(DLC04_RadRatRace [RACE:0600C606]) = 1 OR
      Subject.GetIsRace(DLC04_StingwingRace [RACE:06033169]) = 1 OR
      Subject.GetIsRace(DLC04_SwarmRace [RACE:0600B028]) = 1 AND
      Subject.HasKeyword(EncTypeLegendary [KYWD:001CF26C]) = 0 AND
      Subject.IsUnique = 0
    3. DeathByPewPew
      DeathByPewPew
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      Thanks!
    4. DeathByPewPew
      DeathByPewPew
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      My latest 3.5 update to Blaze changes how I implement the fear effect on NPCs and uses RoboCo Patcher to distribute a keyword to all races in your load order, except for races that I want to exclude by looking for certain keywords. This makes the mod much more compatible with DLC and mod-added races.

      Cheers!
    5. ArcanicVoid
      ArcanicVoid
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      Very cool!
  3. Eeevll
    Eeevll
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    Is there any way to change the damage the fire effect does in FO4Edit? I can't find it, and as soon as I'm set alight in game I die 100% of the time
    1. DeathByPewPew
      DeathByPewPew
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      If you're always dying from a single molotov, you've got some other issue in your game. You should check what difficulty you're playing on (Survival does 4x damage, for example) and also check for mod conflicts. As noted in the description, this mod changes molotov cocktails so they only do a total of 100 damage over 8 seconds.
    2. bits01
      bits01
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      Like the mod but had to uninstall because of 'survival' as you mentioned. I'm (only) at level 5 and it's a one molotov kill even at full health. So be warned if you play survival :)
    3. DeathByPewPew
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      When I play on survival, I use a damage modification mod like this one to reduce incoming damage to 1.5x or 2x as I feel that's more fair. All personal preference, of course, but x4 damage from survival mode just isn't fun for me.
    4. gnom6566
      gnom6566
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      Object Effect - FXEnchFireHitMolotov - Effect #0
      Magnitude - for damage per second
      Duration -  duration ¯\_(ツ)_/¯
  4. GuardianMF
    GuardianMF
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    Thank you for the last few changes. This is a great Molotov overhaul.
    1. DeathByPewPew
      DeathByPewPew
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      Glad to hear it! Enjoy!
    2. Grifman
      Grifman
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      This is great, I've tried some other Molotov mods and they were too OP.  This seems to hit the sweetspot.  Any thoughts about taking a look at flamers?
    3. DeathByPewPew
      DeathByPewPew
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      Thanks. No plans at this time to look at other flame-based weapons.
  5. deleted130596243
    deleted130596243
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    • 17 kudos
    Great work! This is a fantastic mod :)
    1. DeathByPewPew
      DeathByPewPew
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      Thank you! Glad you enjoy it.
  6. seraphael
    seraphael
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    This is shaping up to be the definite Molotov overhaul! Does the burning effect stack in any way?

    Also...any plans of expanding the mod to include other fire effects such as flamers, shishkebab, incendiary legendaries etc? 
    1. DeathByPewPew
      DeathByPewPew
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      No, I do not believe the burning effect stacks. However vanilla FO4 Molotov cocktails behave should behave the same here (in regards to the fire hazards).

      I'm keeping this mod specifically focused on Molotov cocktails to prevent scope creep, so any changes to other fire-based weapons would be posted elsewhere. That being said, I don't have any plans at this time to modify other weapons using fire.
  7. Needahearth
    Needahearth
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    Noticed with this enabled I am unable to harm myself with Molotovs, even throwing directly at the ground below me.
    1. DeathByPewPew
      DeathByPewPew
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      I've removed the instant explosive damage, so you won't see any damage from that. As for the burning damage-over-time effect, I disabled all my mods and checked vanilla FO4 behavior. With that, I found that the fiery hazard does not damage the player character if thrown by the player character. So that would appear to be vanilla FO4, but you can confirm for yourself as well.
  8. somotchaua
    somotchaua
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    Nice mod, although i have to request a buff to the on contact damage of molotov. I think it should be around 30 flat damage since a glass bottle throw to your face should be as hurt as a punch atleast.
    1. DeathByPewPew
      DeathByPewPew
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      Not necessarily, I don't think a thrown glass bottle is the equivalent of a solid punch. Also, significantly increasing the contact damage would lead to some comical comparisons for other weapons. For example, a single shot from a 10mm pistol does 18 damage. Having contact damage from a glass bottle do 30 damage would be nearly double the damage from a 10mm bullet. I want to make sure the Molotov cocktail is characterized by the damage of its resulting fiery hazard.
    2. somotchaua
      somotchaua
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      Fair enough i guess. Just for personal preference though, which line i should tweak in FO4Edit to increase the on contact damage?
    3. DeathByPewPew
      DeathByPewPew
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      You can edit the Base Damage value on the Weapon record for the Molotov Cocktail. Increase the value from 1 to whatever value you'd prefer.

      Cheers!
  9. Wyrnox
    Wyrnox
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    Hi, very nice changes! Any chance to make a version with new Raging and Hellfire molotovs to be created at chemlab only? Without the ability to find them in the world.
    1. DeathByPewPew
      DeathByPewPew
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      Sure, I've uploaded an alternative file that removes the leveled list edits, meaning the new types of Molotov cocktails can only be obtained by crafting them.

      Cheers!
    2. Wyrnox
      Wyrnox
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      • 22 kudos
      Thanks!
  10. xTheRage
    xTheRage
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    • 2 kudos
    Looks very interesting! I'll be tracking for now since I just began a playthrough