0 of 0

File information

Last updated

Original upload

Created by

TheHoarder

Uploaded by

TheHoarder

Virus scan

Safe to use

Tags for this mod

About this mod

Makes incendiary weapons been affected by Explosives skills in a comprehensive way.

Requirements
Permissions and credits
Changelogs
As we all know, in New Vegas incendiary weapons shift from Big Guns to Energy Weapons. Not everybody resonate with this solution though: they aren't bullet spitting guns, that's true, they do use thermic energy but for some of us "energy" is more suited to lasers and plasma, while volatile fuel seems reasonably included in the world of kaboom. Long story short, this is an alternative for whoever finds this solution more logic or at least less illogic. If you're fine with energy flamers just stick to vanilla, otherwise here you are.


There are 4 mods that do the same already but none of them in a complete way. Changing a weapon dominant skill is a way more extensive process than it seems so I tried to take care of every aspect of it:

- Flamer, Cleansing Flame, Incinerator, Heavy Incinerator and Flare Gun are now governed by the Explosives skill instead of Energy Weapons (Cleansing Flame burning effect is also covered).

- NPCs who use these weapons are now proficient in Explosives as well so they are actually good at toasting your ass (Explosives tag was added to them without changing other vanilla tags they already have; I edited NPC classes so it should be compatible with mod-added baddies).

- Crafting recipes for flamer fuel (efficient, recycled, ecc.) are now included in Mad Bomber instead of Vigilant Recycler, with Science requirements changed into Explosives. It may not be a perfect solution but Mad Bomber is the crafting expansion perk for an Explosives build so I thought it was more appropriate.

- Loading screens tips are changed accordingly.

- Perks have seen some change as well:
  • Pyromaniac requires 60 in Explosives instead of Energy Weapons (reverted YUP's change).
  • Mad Bomber makes you obtain twice as many empty fuel cans from weapons (see crafting section for reasoning).
  • Demolition Expert is a tricky one: by default it affects Explosives weapons so fire guns are automatically included (that's how other mods deal with them). To me this doesn't make a lot of sense and it makes incendiary weapons overpowered if you take all 3 levels (60% damage increase) plus Pyromaniac (50% damage increase on top of that). Since the solution I initially adopted created a compatibility issue, I offer two versions:

  • Vanilla DE uses the default Explosives form list so every Explosives weapon, flamers included, will benefit from the perk as it will every mod-added

    weapon that falls into Explosives. This is the compatible approach.
  • Modified DE uses the discontinued vanilla form list (PerkDemolitionExpertWeapons), which I completed with every base game + DLC explosive weapons, to define what is affected by the perk. This way you can have all explosives BUT the flamers included in the perk. This solution is less comptible because it won't automatically include mod-added explosives weapons, so use it only if you don't use weapon mods or you know how to add those weapons to PerkDemolitionExpertWeapons form list using NVEdit.




Vanilla version requires Lonesome Road and Gun Runners Arsenal. Modified version requires all DLCs. Both versions forward any YUP changes but don't require it (you should use it anyway).
There's an optional JSUE patch included in both versions.
Install as usual and let me know if something is missing or doesn't work as intended. Make the world burn again!



Credits
- Yukichigai and sandbox6 for Yukichigai Unofficial Patch - YUP
- PushTheWinButton for JSawyer Ultimate Edition