Could someone make it so the flare gun from Lonesome Road is affected by this perk? It uses flamer fuel, and sets enemy's on fire, so why is it not on the list?
@denizsi: Technically speaking I'm correcting a design flaw/oversight. It's pretty clear that the devs didn't look at this perk in the scope of the new weapons environment.
Unfortunately there's no "correcting design flaw" category, so into bugfix it goes.
This is a nice mod and I can see myself using but still, this is no bug fix =BUT= (after some consideration), I agree that the way it works in vanilla is just plain *offensive* so maybe this mod deserves an exception? I'd like to think so.
@Yukichigai Yes, and everything Bethesda does is 100% flawless. Those in-game messages could be changed. That other mod actually fixes another perk, Meltdown, which I refuse to get BECAUSE it affects flamers. It might also affect the one that stops you from taking a lot of damage from explosions. Does it make a great deal of sense to kill yourself with a big green plasma explosion just because you set somebody on fire?
Energy weapons aren't a B-class skill because of laser rifles with sniper scopes on them. If not for max-charge MFs popping heads at 800 yards, I wouldn't be interested in energy weapons at all ... plasma is too slow to manually target at any decent range, flamers have such a painfully short range, and both incinerators and gatling lasers are prohibitively heavy and not much more effective than their less-bulky alternatives. If explosives wants to take over flamers, I say let them. Might just make fire a little less suicidal.
In your defense, though, Occam's Razor dictates that the simplest fix is the best; the other way is the realm of an overhaul to do correctly, since it'll need to mod weapons, messages, possibly even quests, might even need to tweak some game settings to get it just so. And the more we do, the crashier the game becomes. I'm glad the community patch uses your method.
@killergrimm: I wouldn't call that one a fix. In-game messages specifically explain that anything which uses Flamer Fuel is an Energy Weapon.
Plus, from a game balance standpoint, that makes the Explosives skill WAY overpowered and the Energy Weapons skill a lot weaker. Part of why Energy Weapons isn't a B-class skill now is because you actually have access to a wider array of weapons, including fire weapons.
I don't see how that one is better. They're two different approaches to fixing the same issue and people can pick the one that matches their play style.
12 comments
It uses flamer fuel, and sets enemy's on fire, so why is it not on the list?
How do Energy Weapons relate to explosives?
Wouldn't it make more sense to lower the skill requirement, rather than change it to something different?
Unfortunately there's no "correcting design flaw" category, so into bugfix it goes.
Yes, and everything Bethesda does is 100% flawless. Those in-game messages could be changed. That other mod actually fixes another perk, Meltdown, which I refuse to get BECAUSE it affects flamers. It might also affect the one that stops you from taking a lot of damage from explosions. Does it make a great deal of sense to kill yourself with a big green plasma explosion just because you set somebody on fire?
Energy weapons aren't a B-class skill because of laser rifles with sniper scopes on them. If not for max-charge MFs popping heads at 800 yards, I wouldn't be interested in energy weapons at all ... plasma is too slow to manually target at any decent range, flamers have such a painfully short range, and both incinerators and gatling lasers are prohibitively heavy and not much more effective than their less-bulky alternatives. If explosives wants to take over flamers, I say let them. Might just make fire a little less suicidal.
In your defense, though, Occam's Razor dictates that the simplest fix is the best; the other way is the realm of an overhaul to do correctly, since it'll need to mod weapons, messages, possibly even quests, might even need to tweak some game settings to get it just so. And the more we do, the crashier the game becomes. I'm glad the community patch uses your method.
Plus, from a game balance standpoint, that makes the Explosives skill WAY overpowered and the Energy Weapons skill a lot weaker. Part of why Energy Weapons isn't a B-class skill now is because you actually have access to a wider array of weapons, including fire weapons.
Heres the link:
http://www.newvegasnexus.com/downloads/file.php?id=36745