Adds or replaces fire effects and disables the attached light, mist and fire hazard.
Requirements
DLC requirements
DLC name
Automatron
Far Harbor
Vault-Tec Workshop
Nuka World
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThis mod will not be available on Bethesda.net for console users
Author notes
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File credits
Bethesda
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LIGH : Replacer light added, model set to "Markers\Workshop\MarkerWorkshopConnect01.nif", color set to "white", flag set to "Off"
MSTT : Added FireFX to DunwichBorersExt
Version 001
HAZD : FireHazardLight## was partially disabled
LIGH : defaultLightFire01NSFlicker_Campfire was added
MSTT : FXFire## was mostly disabled
SNDR : FXFireLargeLP [SNDR:0003FBA0] was blanked/muted
REFR : FXFireLargeMarker [SOUN:0003FBA1] reference was disabled
This mod removes many large fires, burning bones, and other hocus pocus. Let's be honest, faction x takes over location y and burns everything down, at the same time faction x moves into the location.
The majority of the modification relates to burning bones, for unknown reasons the developers found this to fit in with the 1001 Halloween papers that are still stuck to every house wall after 200 years.
In addition to many interesting game features, I find these details really counterproductive. In my opinion, it makes more sense to simply leave out these types of fire effects and add them to a few locations where they really make sense. For example, in Dunwich Borers there is a large pile of wood directly under the cages, why exactly it is not on fire is not explained. And so there was a mod.