About this mod
Fixes the form list conflicts that Light My Flare creates for GRA users. Also included are some overhauled plugins which make some changes including improvements to some sounds, meshes, and effects, as well as placement of flares in all the DLCs, implementation of flare ammo for the Flare Gun, and removal of some bugged features.
- Requirements
- Permissions and credits
- Changelogs
I've also created a few plugins that rework the mod in a number of ways. The base game rework does the following:
- Plays the 'lighting flare' sound as soon as the flare item is used, rather than when it is drawn
- Removes the "flare reuse" and "equip last weapon" features (the latter was bugged)
- Improves the integration of flare ammo into leveled lists, as well as adding unique ammo boxes and ammo box textures
- Rebalances ammo effects & object effects
- Renames the "Signal Flare" ammo to "Ground Flare" and gives the flare ammo types a new model & texture to more accurately reflect the size and color of flares which are fired out of a shotgun shell (the Ground Flares can still be moved with the grab key while burning, though they cannot be picked up and held in the hand)
- Renames the "Illuminating Flare" ammo to "Illumination Flare" and gives it a new explosion effect, so that it looks more like a pyrotechnic cloud than a grenade explosion
- Gives the Signal Flare and Ground Flare their own ammo boxes/textures and changes their icon to the shotgun shell icon
- Improves the integration of Road Flares into the game, making them easier to find and purchase
- Removes the recipes for breaking down and crafting Road Flares, which didn't make much sense
- Changes the recipes for Illumination Flares and Ground Flares so that one Road Flare goes into the production of two flare ammo units (since Road Flares are now approximately twice the size of these)
- Flare ammo types are now worth half the value of Road Flares
- Adds a recipe for converting Ground Flares to Illumination Flares (with the addition of Pistol Powder) and removes the recipes for breaking down flare ammo
- The configuration item is no longer added when the mod is loaded; rather, when the player first lights a flare, a message will appear that tells the player how to bring up the configuration menu via the console, and the player can obtain the configuration item in this menu if they desire it (this is an attempt to reduce immersion-breaking for those who don't want the configuration item)
- The configuration menu now changes flare haze time by five minutes per click rather than by only one minute, and the default flare haze time has been increased to 30 minutes
The DLCs versions of the rework do the following, in addition to the above:
- Removes the capability for 12 gauge shotguns to use flare ammo (it wasn't realistic anyway, as you should only be able to fire one at a time) and instead assigns flare ammo types to the Flare Gun (this was done because having 12 gauge shotguns able to use all the same ammo as the Flare Gun made the Flare Gun completely useless, and didn't make sense)
- Changes the Flare Gun to use Explosives skill, lowers its item value, and sets it to use only 1 ammo per shot
- Integrates the Flare Gun more fully into the game, making it and its ammo types easier to find and purchase
- Retains the original Flare Gun projectile in its new standard ammo type, which is called a "Signal Flare"
- Ground Flares now scare abominations for 6 seconds, while Signal Flares scare them for the full 10 seconds
- Removed the Flare Gun's fire damage enchantment and 'integrated' the damage into the effects of the ammo it uses
- Changed the Flare Gun's dummy effect text to make it clear that only Signal Flares and Ground Flares will scare abominations (you shouldn't really be aiming Illumination Flares at enemies, anyway, and they're not nearly as bright as the others)
- Changes a couple leveled lists from Lonesome Road so that they contain flare ammo instead of flamer fuel (the Flare Gun's original ammo type)
- Adds flare crates and Road Flares around all four story DLCs
To disable the 'first flare lit' message in a save before it appears, type "Set FlareMessageOff to 1" in the console. To see it again after having seen it already in a save, type "Set FlareMessageOff to 0" in the console. To bring up the configuration menu at any time, type "Set ConfigureFlares to 1" in the console.
You can edit the global variables "FlareHaze" (in minutes) and "FlareTime" (in hours) via the console or via the configuration menu.
I am planning to give the Flare Gun its own 10 gauge hull and slightly modify the ammo box texture in a future update of the rework's DLCs versions in order to (further) explain why you can't use them in shotguns.
ITEM IDs
Road Flare: XX00166E
Ground Flare (Signal Flare in optional files): XX000DC1
Illumination Flare (Illuminating Flare in optional files): XX00194E
Signal Flare (DLCs main files only): XX0078F2
Configuration Item: XX004496
10 Gauge Hull (10G versions only): XX00BACD
10 Gauge Hull Box (10G versions only): XX00BACE
REQUIREMENTS
You need to have installed Light My Flare by Fee510. New Vegas Script Extender (NVSE) is recommended by the original author, but not required.
KNOWN ISSUES
The "Conflict Fix" files are only for compatibility purposes and do not fix any "shrinking gun" issue that occurs with NVSE. I removed the feature that causes this bug in the main (rework) files.
On occasion, Ground Flares (called Signal Flares in the original mod) will clip through the ground. Experienced players will know that this happens with a variety of objects in New Vegas, so it isn't an issue with the mesh itself.
I did my best on the 'aluminum' texture for the Ground Flare, but if anyone has a better one, let me know.
Please report anything else you find in the comments.
CONFLICTS
The Main Files (DLCs versions) will conflict with anything that edits the Flare Gun's object/base effects (though it won't conflict with YUP since that only edits the script). That means that it will conflict with On-Fire Damage Reworked, but you can simply load this mod after that one. These versions will also conflict with anything that edits a single container entry and three leveled list entries in Lonesome Road (this mod swaps out the Flamer Fuel for flare ammo). The DLCs version without NVSE will conflict with anything that directly edits the Flare Gun itself.
OPTIONAL FILES
The "Conflict Fix" files don't include any of the rework, other than the placement of flare crates & items around the story DLCs. All they do is remove direct conflicts with the 12 gauge ammo form list and allow all users to get the scripted leveled/form list additions.
The "10G" files add a whole new hull type for flare gun ammo and adds the new hulls/hull box to appropriate leveled lists. This should make a little more sense than the flare ammo being 12 gauge size. If you download one of the "10G" versions, download the "10 Gauge Green Textures" from Miscellaneous Files also if you're okay with the Flare Gun's texture being changed (this is the only way to change its shell color to green; see mod images). I was able to find out exactly what flare gun model is in the game, but not what the size of its cartridges were in real life. US military flare guns from the same time period used 10 gauge flares.
INSTALLATION
Only download ONE of the seven main/optional files, depending on your preference. Put the contents of the mod folder (the folder with the .esp inside of it - there will be meshes and textures as well for the Main Files) into your Data folder, or use a mod manager; for the 10 Gauge Green Textures (if you downloaded it), the folder called "textures" goes into your Data folder and overwrites the existing textures. The .esp should replace your original Light My Flare.esp. To uninstall, delete the mod's files or uninstall using a mod manager.
ADDENDUM
I have made a lot of mods. Because I like to create different versions to give the user plenty of options, it's extremely difficult for me to bundle my mods together. I recommend getting the FNV Mod Limit Fix by iranrmrf, or try using a tool like Merge Plugins by Mator.
The original mod is by Fee510.