Fallout New Vegas

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Cheesy_fof and Emeutier and Alehazar and MRRadioactiv

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cheesyfof

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202 comments

  1. darktoes
    darktoes
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    I really like this mod but for some reason the flamer has recoil. When you fire it bounces back like a gun and since it fires so fast it vibrates which is quite annoying. It doesn't do it with the vanilla flamer, but I've used 3 of the variants and they've all done it and I'm wondering if I installed something wrong or if this is a known bug.
    Any help would be appreciated.
    1. cheesyfof
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      The problem is that the rifle animation had to be used, so I can't do anything about it

      I don't know of a way of adding new animations to the game for weapons, otherwise there would be lots of new animations for guns
    2. darktoes
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      Well that kind of sucks.... Honestly I think I'll switch to the normal flamer since it's got WMX, but I'll still leave this one for the bandits and such. It's a pretty awesome mod, but it would be better if you could maybe fix that and/or add WMX support, though I know that's been mentioned already.
    3. cheesyfof
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      If you have any suggestions for mods that could apply to these flamers I'll be happy to hear them.

      I haven't played FNV in quite a while, so I can't remember what weapons get what mods
      (That, and I never use the flamer)
    4. Hellzapoppin
      Hellzapoppin
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      For mods you could create for a flamer... maybe a red dot style sight and a light machine gun -style box or drum magazine to expand how much fuel it can carry?
  2. xtoturnwithinx
    xtoturnwithinx
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    Any chance of getting a port of this to Fallout 4 with all the different paintjobs as mods? I absolutely prefer this to the vanilla flamers.
    1. RagamuffinSkullman
      RagamuffinSkullman
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      New Vegas models are incompatible with Fallout 4's animation systems. So, unlikely.
  3. DigitalBoy760
    DigitalBoy760
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    Pardon my denseness, cheesyfof, but can this flamer and the new Tactical Flamer Revamp coexist, or is it a one or the other proposition?
     
    Edited for grammar. I blame the lack of sleep. 
    1. cheesyfof
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      They use separate ids so they should work fine

      Sorry about the late reply, I looked when I got the notification before, but didn't see the comment for some reason
  4. MartinFinnegan
    MartinFinnegan
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    I do believe i installed everything correctly, yet i can't seem to hear Flamer's attack sound, you know, the fire wave, odd...
    1. cheesyfof
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      Hmmm... That is weird :|
      The tactical flamer uses the same sound as the normal flamer, so have you tried finding the normal flamer to see if that has sound? If it does, then I'll take a look at the .esp
  5. MrRadioactiv
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    Small News: I work current on a new special Tac Flamer - i'll post some pictures soon as possible
  6. cheesyfof
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    I'm working on MrRadioactiv's Weapon Collection WIP in my spare time, so keep an eye on it ;-)
    1. Theoncomingsun1
      Theoncomingsun1
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      Hi. Just a question, but is it normal for the flamer not to appear? (I have the newest version)
    2. cheesyfof
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      It randomly spawns on people, in vendors and containers at higher levels, so you will need to go hunting to find it. I usually look around fiend territory, vault 3 it usually best
    3. Theoncomingsun1
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      Thank you. I also checked the 'easy' location and the box wasn't there so I was just wondering if my game is bugged.
    4. cheesyfof
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      All of the old versions were just plonked into a chest or on some placed NPCs, but from V6 onwards they are in levelled lists just like the vanilla guns, so there is a chance they may spawn on NPCs (such as the fiends, or anyone else who may spawn with a flamer)
  7. JJtheWarrior
    JJtheWarrior
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    What level do the Flamers start showing up? I haven't been able to find one on any enemies or merchants and I'm level 24.
    1. cheesyfof
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      They should have started spawning by now then :-S
      Did you make a merged patch?
    2. JJtheWarrior
      JJtheWarrior
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      Not yet, I didn't think your mod would conflict with anything else so I figured I would ask before learning how to create a merged patch.
    3. cheesyfof
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      Unfortunately, I do not know how to add things to level/form id lists through scripting, so the flamers have been added directly into the level lists, so anything that adds things to the same lists as this mod will conflict. So a merged patch will need to be made and checked to fix this. You simply open FNVEdit, load all of your mods up, right click and create merged patch (it is there somewhere. I think it is near the bottom)
  8. cookie19k
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    This is really cool. I like the added feature of fiends running around with these things in hand trying to kill me. They are very well done and work great!
    1. cheesyfof
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      Thank you for the kind words, I'm happy to hear that you like it ;-)
  9. drithius
    drithius
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    This looks superb! Great texture + original damage type/animation + Levelled lists! There's so few non-projectile weapon mods out there. Endorsed.
    1. cheesyfof
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      I'm glad you like it ;-)
  10. cheesyfof
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    Thanks to MRRadioactiv the reload animations should now be working properly in the latest main file (V7)!

    Only the new main file has had the mesh and .esp tweaked!

    As of V6 this mod requires OWB to play.
    1. Alehazar
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      I'm using the Old Easy Verson V5, as it allows me to better tweak the Flamer to my own liking and specifications in the GECK; would you consider releasing the tweaked meshes for the proper reload animation for this version? (And what specific reload animation I'd have to use in the GECK).
    2. cheesyfof
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      The only things I had to do to the .esp was remove the 'use IS animations' flags and edit the mesh of the weapon so the clip has a texture. I might release tweaked versions of the old files.

      What do you mean it allows better tweaking?
    3. MrRadioactiv
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      if you want different reload animations, tell me what animation and i´ll port it
    4. Alehazar
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      I can change the overall health, weight, damage output, critical damage, Action Points, that sort of thing. (Does V7 also add the Flamers to the Pyromaniac Perk, so you have the 50% extra damage bonus? I know it wasn't there in V5, as I made the modification myself.)
    5. cheesyfof
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      V6 is when I implemented the weapons into the game by adding them to NPC, vendor and container level lists as well as the formid lists for perks and various other things.

      Nothing about the flamers themselves has ever changed, just the way they are implemented, so you can change the stats of them in any version, the only difference being that NPCs will be dishing out the same amount of damage etc as you.
    6. Alehazar
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      Well, I'd rather not give enemy NPC's that benefit; I like the Flamer to be my PC's personal and personalised weapon.
    7. cheesyfof
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      Ah, I see, lol
    8. jedp15
      jedp15
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      cheater cheater pumpkin eater.........