a damage adjustment modification I've worked on it for some months now. I, one day, decided I've had enough of Fallout 4's silly damage mechanics, and not being satisfied with damage mods currently available, started work on this mod. Basically, the damage system I've created is based on Penetration and Wound ratings I've assigned to different calibers, and Armor ratings to different types of helmets and body armors, then a wounding system built off of that. No longer will targets without helmets soak headshots, just because they're wearing power armor with 1000++ DR. Body shots can be as lethal as headshots if not wearing proper chest protection. Penetration have distance falloff and hits can stagger and knockdown based on caliber's power and target mass. Caliber penetration ratings will be compared to target armor ratings, caliber size compared to target size and mass for damage, rather than make ALL headhots 'auto kill' and body shots non existent like most other overhauls do. I also designed the system to be simple to implement to custom weapon and armor mods. I also included MCM options to allow adjustment to different values (headshot multipliers, creature armor options, knockdown and stagger tweaks, etc.) I've also added a short video tutorial on how to make your armor and weapon mods compatible with my mod, which is in the video section of the mod. As always, I appreciate bug reports! ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Current Version: 1.34 - Added code to the script to fix a vanilla bug affecting companion/settler enchanted gear not giving proper bonuses on Trade Menu exit - Added code to the script to restore effects of this mod if they happen to be dispelled for some odd reason. This sometimes happened while equipping companions. - General script optimizations and some unused variables cleaned up ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ what's next: - doing some more play testing, looking for ways to further optimize mod before I start adding more features. - looking at Loads of Ammo and New Calibers compatibility patches.