Molotav And Flamer

⭐ — (65 endorsements) 📥 1,173 downloads 📌 v3.0 📅 9/25/2018
⚪ Last updated 2020

By Pendan · Weapons

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 12/15/2020 📅 Created: 9/25/2018
⚠️ Install Order · 2 steps
1🛠️ F4SE — Fallout 4 Script Extender Download ↗
2🔧 UFO4P — Unofficial Fallout 4 Patch Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 5.5% endorsement rate — high engagement, a strong quality signal
  • 🏆 #269 of 338 Weapons mods in this game by downloads

📋 About This Mod

Molotovs and flamers set targets on fire and leave behind burning areas which cause damage to all in the area, increase base damage of flamer, flamer range is increased, NPCs set on fire run away in fear, and more features.

Yet another molotav and flamer mod however I have a few features I have not found working with any of the other mods. In particular it has bothered me that the flame patches left behind by flamers do not actually burn when a MOB walks through it. I have also had a hard time using other flamer or molotav MODS with a companion because I do too much damage to them.

Features:

The default game flamers are way underpowered. Base damage of flamers has been increased from 9 to 12 and changed from energy to fire damage. Just changing to fire damage increases damage because a lot of MOBs have energy resistance but not fire. I have also included the change done by Flamer and Plasma Flamer VATS Fix because no way to have the damage change and still use that mod.

5 points of explosion damage have been added to flamers. This is to help with fire resistant targets and so that the weapon can scale some with the Demolition Expert perk. I believe flamers are weak at higher levels so wanted to scale the damage if you are willing to get the perks. Both Heavy Gunner perk and Demolition Expert perk should help at higher levels now.

The range of flamers has been doubled in most configurations.

Both molotovs and flamers will set targets on fire when they hit. The damage is 15 for 10 seconds for a total of 150 and this uses Fire Resistance. For gaming reasons the fire is not applied to those wearing power armor or with the with the asbestos lining modification. Additionally the fire is not applied to a companion if player has the Inspirational 2 perk which is supposed to make companions safe from your damage.

When on fire, MOBs will have a low level fear effect applied so they don't calmly fight back while on fire. Legendaries, robots, synths, and feral ghouls will not have the fear applied.

Both molotovs and flamers leave behind burning ground for 10 seconds. The big breakthrough for me was flamers are also able to do this. See the Technical info below if interested how. This fire is 10 damage that is applied repeatedly but has only a 1 second duration so moving off quickly won't kill you. Is has a high fear modifier with it to hopefully get most things to not stand around on it. Companions appear to be immune to fear so I had to make them immune to this fire even if don't have the Inspirational 2 perk because otherwise they would stand on it until dead or the fire faded. Power armor and asbestos lining are still immune to this fire. I left this fear to apply to legendaries, robots, synths, and feral ghouls in hopes that the large fear modifier will get them to move away but this is untested.

To compensate for the added burning damage the initial impact damage from a molotov has been decreased from 50 to 15 and it should have a small stagger effect instead of stunning. Molotov's are supposed to burn not cause impact damage. The radius has been reduced to what I think

📊 Mod Details

Game
Fallout 4 Mods
Author
Pendan
Version
3.0
Downloads
1,173
Endorsements
65
Category
Weapons
Created
9/25/2018
Updated
12/15/2020

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