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Found 12 results

  1. I think the flamer is an interesting weapon but the critical death effect where the entire body is burned and charred is so good, and it seems like it should happen to anyone you kill with a flame thrower. I am trying to figure out how to get the game to apply the charred body crit fire effect on each kill done by the flamer. Any thoughts or anybody that can make this mod? Currently the charred burning body effect is the critical hit effect applied on death. I was trying to just increase the critical hit chance for the flamer to 100% and then removing any bonus damage from getting a crit, but I can't see how to do that. Maybe I'm going about it wrong, the burned body effect is also a spell called immolation.
  2. Hi, I have several idea for mod weapon but i am a noob for making mod. i try to create some but it's too difficult and take too many time for me. So I want share my idea and if someone can tell me if it's possible to do it and to create the mod, it would be fantastic. ^^ There is a list and detail: 1) Gatling laser mod: I want to replace the four rotating laser barrels with: four capacitor boosting coil from gauss rifle:-the mod who use this skin change the ammo to 2 mm EC and do 110 dmg. -the 2nd skin add the electrification module muzzle from junk jet on the center of the beam focuser muzzle only if you use the previous skin: Change the ammo to 2 mm EC, reduce the fire rate to 176, reduce damage to 69 and add pulse aoe. four sniper barrel plasma rifle:the mod change the ammo to plasma cartridge, reduce the fire to 217, and change damage to 44 ballistic and 44 energy. The weapon shot plasma projectile and transform the target in goo. 2)Flamer I want to add a mod who replace the weapon by the heavy flamer used by your automatron robot companion. the weapon fires balls of fire and look like a flamer gatling. 3) Atom's Judgement I want to change the glowing of reactor core with specific effect: the 1st one calls "damaged cooling core", change the glowing in ice color, the rad damage change to 60 energy damage and freeze target on impact. Need Blacksmith lvl 3 and Science lvl 3. the material for craft is: Adhesive x6, Aluminum x8, Oil x8, Gold x5, Steel x8, Fiberglass x4 and Coolant x4 the 2nd one calls "damaged magmatic chamber", change the glowing in fire color, the rad damage change to 80 energy and burn target. Need Blacksmith lvl 3 and Science lvl 2. the material for craft is: Adhesive x6, Aluminum x4, Oil x8, Gold x5, Steel x8, Fiberglass x4, Gas canister x4 and Mr.Handy fuel x2the 3rd one calls "nuka quantum blessed by Atom",replace the four damaged reactor with four nuka quantum, reduce rad damage to 65, add poison affect, freeze target and turn in goo on death. Need Blacksmith lvl 3 and Science lvl 3. the material for craft is: Adhesive x6, Aluminum x4, Oil x4, Gold x2, Steel x4, Glass x8 and Ice Cold Nuka quantum x4 the 4th one calls "damaged demon blood tank", change the glowing in blood color, add an axe between the four red reactor, reduce rad damage to 70, add 30 energy damage, add bleeding, poison and burn effect. Need Blacksmith lvl 3, Science lvl 3 and Chemist lvl 2. the material for craft is: Adhesive x6, Aluminum x4, Gold x2, Silver x2, Steel x8, Fiberglass x4, Nuclear material x4, Irradiate blood x4 ,X-cell x4 and Ruptured HalluciGen gas canister x4I know all the skins could take a very long time to create but it would be a funny experience for player. Please tell me if anyone is interest to work with me and if the weapons need to be modify because there are too "god tier". Thanks
  3. So, I've been playing through my latest playthrough of F4 with a good chunk of mods (around 75), including Survival Options, and I've noticed that the flamers that Mr. Handy bots are equipped with are insanely overpowered. I used Survival Options to set incoming and outgoing damage to 1x (because 2x incoming damage is total BS, especially when the player only deals 1.25x and health and armor are nowhere near as effective as lower difficulties), and most bullet or energy weapons only deal maybe 1/8 of my health, 1/4 for some stronger enemies, which I feel is fair but realistic. However, I notice that any Mr. Handy NPC kills almost anything in one hit. I was at the General Atomics Galleria (a location inhabited solely by Mr. Handy robots) and when one engaged with me in combat, I basically instantly died as soon as I realized it was attacking me, and it was due to the flamer they all have. Granted, my health was not at maximum, but it was nowhere near low enough that one SINGLE damage hit would kill me. I had easily 3/4 of my health left, and if I remember correctly I had used a Med-X because I knew, from a past playthrough, that the area was filled with robots that would attack me. This insane damage doesnt only apply to enemy Handy bots, I have Codsworth as a follower and his flamer kills literally any enemy in one hit. Any enemy. Raiders, Mirelurks, Hounds, and I wouldn't be surprised if he took a solid chunk of health from a Deathclaw. I have no idea exactly how much damage the flamer deals in Survival, but this is ridiculous. The second I died I closed the game and I haven't opened it since because I was so infuriated. My energy resistance is decent, at least half of my physical resistance (which lands around 80 thanks to a mod that allows whole body armor to be equipped underneath of peices) so I have a very hard time believing I would have died in one hit. If it wasn't an immediate death, I would've been convinced I was underleveled, but with an instant death and the fact that Codsworth kills damn near anything, I'm sensing an issue. TL;DR: Mr. Handy flamers are OP as hell in Survival mode. If there is a mod to fix this, or if there's something like a compatibility issue or a glitch or something I should know about, any help would be greatly appreciated. Thank you.
  4. I've got two words for all of you... Bee flamers. Just imagine, shooting a swarm of bees at enemy raiders from your flamer while they run around covered in your tiny friends getting slowly stung to death MUHAHAHAHAHA. Maybe a cool new look to the flamer to express its new capabilities, and bee-keeper outfit!! that would surely generate a buzz for some wacky RP builds. I'm not speaking from any kind of experience but it seems as though this would be a fairly simple and fun to mod to make. I hope somebody as devilishly minded as me would consider giving it a go. - Joe
  5. Hello everyone. I just started playing around with FO4Edit recently with no prior modding experience and am creating ammo and weapon mods for my personal use. I have gotten explosions to work with several other ammo types but I can't get them to trigger on Flamer Fuel types. I am wondering if it is even possible to add an explosion to "spray" ammo types like the Flamer's. Also if anyone can point me toward a guide that describes the flag types and other data types I would be most appreciative. Sorry for any stupid questions but I can't find much info via Google. :sad: Thank you in advance!
  6. Pretty self explanatory, I don't know about everyone else but the fact that the flamer is yellow kind of bugs me since it doesn't really go with any power armor paint jobs or armors even really. On the off chance someone reads this, knows how to do this, and actually cares/agrees with me enough to actually do this I would prefer black of gunmetal grey but really anything that looks like it belongs on the battlefield would be great and appreciated.
  7. I was just playing a character with an incinerator earlier, basking in the literal glow of the scattered body parts of my foes, when I had a thought. How much more glorious would this be if flaming body parts caught the grass and wooden buildings on fire? I don't know if this would be even sort of possible, but I just thought it'd be a cool little feature. And have it spread to yourself if you're not careful, of course, say you just run over a burning corpse and that catches you on fire.
  8. Doubt I am the only one that misses the large ammo packs you got from heavy weapons in fallout 3 and NV. While they do not make sense with the weapons from fallout 4, tehy can easily be made as mods for both the weapon and the power armor. So here is my mod suggestion for the future. AMMO PACK: 5mm info: power armor torso mod, allows storing of upto 5,000 rounds of 5mm ammo in power armor. Belt feed info: a minigun mod replacing the ammo drum with a belt feed system, this removes reloading but requires a power armor ammo pack to use. ups and downs of this idea + more ammo +less reloading - must exit power armor to load ammo -weapons require power armor torso to be intact to use. side suggestion flamer fuel tank info: power armor torso mod, allows storing of 3,000 flamer fuel. effect: sprinting no longer drains cores and AP but instead drains flamer fuel at a high rate. fuel tube info: flamer ammo mod, replaces ammo to a fuel tube, which requires a power armor with a fuel tank to use.
  9. I was wondering if anyone was working on or was planning on making a mod where I could just get totally immersed with my flamer. I love the flamer but I'm missing armor that would go with the flamethrower feel. Im thinking Hellfire power armor from Fallout 3 or even better Hellbat armor from Starcraft. The current armor is sort of underwhelming when it comes down to it. If someone creates a mod such as this and posts it on the Nexus I will definitely be one of the first ones to download and endorse it. Edit : Maybe two helmet versions, one closed and then another that is open faced
  10. Working on a visible weapon mod...mod. Ugh Trying to find the mesh file for the flamer compression nozzle, but the .nif file is empty. It has collision data, but no polygons or textures. In-game, there's a green highlight and it shows up when I craft it (damn you, file size limit) But when I actually drop the forced item into the world, it has no physical model. What gives?
  11. I was trying to increase the range of the flamer to capture a more realistic feel for a flamethrower. While the incinerator has around the range I'd like to hit (perhaps a bit more than needed), I unfortunately can't figure out how to increase the range. I tried just editing the flamer's range to that of the incinerators, but nothing quite seemed to happen. It appeared to me that it was limited by the projectile distance, or something to that effect. I tried hunting for lines of code related to the flamer's projectile, but I could not find any such lines. Is there no way to up the distance? Is the flamer stuck at such a pitiful range? Or did I just overlook something?
  12. I want a mod that adds the pyro weapons in FNV, Quite simple, but i dont think it wouold be easy, idk i dont make mods FlameThrower: same stats as regular flamer Backburner: Same stats as cleansing flame and same flame Degreaser: same stats as Incinerator Dragon Fury: same stats as Heavy incinerator Add some variants of the different flare guns and make them craftable or findeable Sorry my english is trash
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