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
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.
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.
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...
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.
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.
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 :)
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.
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.
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.
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.
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.
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.
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.
31 comments
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.
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
Cheers!
Magnitude - for damage per second
Duration - duration ¯\_(ツ)_/¯
Also...any plans of expanding the mod to include other fire effects such as flamers, shishkebab, incendiary legendaries etc?
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.
Cheers!
Cheers!