Cryo and Fire Damage and Resistances Restored
🟡 Updated this year⚠️ Install Order · 2 steps
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🔍 Analysis
- 👍 3.2% endorsement rate — high engagement, a strong quality signal
- 🏆 #104 of 143 Gameplay mods in this game by downloads
📋 About This Mod
Restores frost and fire damage to the game, and adds their respective resistances to various enemies and armour upgrades
I've seen a few mods that add fire damage to the flamer, cryo damage to the cryolator, and even one mod that tried to fully integrate those damage types and their corresponding resistances into the game. I didn't think any of them went far enough, so I decided to go ahead and take a crack at the idea myself. Not only did I change those weapons, and a few others, but I also went and added resistances to pretty much every non-human NPC in the game. A complete(ish) changelog will be located at the bottom for more information.
This mod requires the unofficial patch, which in turn means you'll need all DLC in order to use it. I did this for a few reasons:
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[]You should be using the unofficial patch anyway
[
]I think the DLC is worth it, for the most part[]The glowing mutant hound doesn't glow without the unofficial patch
[]Enraged fog crawlers have 4000 DR without the unofficial patch
So, rough overview of this mod: Flame weapons do fire damage, freezing weapons do cryo damage. The Incendiary and Freezing legendary mods have been buffed and I've added some new legendary armor effects that will add elemental protection. Additionally, most armour types will provide some combination of cryo/fire resistance. So far, the only exceptions are raider and trapper.
Electrical Damage also sits unused in the files, but I left it alone because it seems to just add on to base Energy Damage. Same story with Electrical Resistance.
Also included is an optional patch to add some additional synergy between this and Cut Weapon Mods Restored by frogs345. It goes without saying that you'll need both my mod and theirs in order to use the patch.
V2. 3 CHANGELOG:
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[]Added the base explosion damage back to molotov cocktails so that their damage will still scale and the weapon has value after the early game.
[
]Swapped the elemental resistance of metal armour and leather armour so that leather resists fire and metal resists cryo.[]Armour upgrades now increase CR and/or FR in accordance with their base resistances.
[]Raider armour now has CR equal to half of its ER, to a minimum value of 1.
[]Any instance where a value was rounded up has now been rounded down.
[]Ballistic weave now provides CR and FR equal to half of its ER, rounded to the nearest 5.
V2. 2 CHANGELOG:
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[]Removed the base damage from molotov explosions, leaving only the fire damage enchantment.
[
]Burning mods for energy weapons will do fire DOT.
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[]A few alpha mongrels had no resistances due to Bethesda not setting all of them up to share stats with regular mongrels. I've fixed this and made it more consistent.
V2. 0 CHANGELOG:
[
]Fixed typo in Freezing effect description.[*]Lowered damage of Freezing, Incendiary, and Pl
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[]Removed the base damage from molotov explosions, leaving only the fire damage enchantment.
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[]Added the base explosion damage back to molotov cocktails so that their damage will still scale and the weapon has value after the early game.
📊 Mod Details
- Game
- Fallout 4 Mods
- Author
- Crimson Knight
- Version
- 2.3
- Downloads
- 4,888
- Endorsements
- 154
- Category
- Gameplay
- Created
- 7/6/2021
- Updated
- 2/13/2026
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