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Is there a Global Damage Multiplier?


urbex

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FWE in Fallout 3 included this and it was perfect, however I can't find anything in New Vegas that does. Arwen's doesn't have many weapon damage options and Project Nevada's settings menu is really dumbed down. I'm pretty sure it's not modified by just a command or simple script.

Thanks.

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http://geck.bethsoft.com/index.php/Settings#Weapon_Damage

 

Increasing those values shown are your best bet to get higher damage globally.

 

To set the value you can simply type setgs <setting> <value> into the console. I'm not sure what the default values are though. You might need to check in GECK --> Gameplay --> Settings to see that.

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It has nothing to do with dumbed down. The setting is still the same, but FO3 had DR while New Vegas has DT. If you have an armor that gives 20% damage resistance, the actual damage value doesn't really matter. But take an with armor with 20 DT, a damage multiplier of 2 and a weapon with 15 base damage. Before it wouldn't have been able to penetrate the armor, now it does. For the new ammo effects that's problematic as well. Who needs AP ammo, when you can already overpower Deathclaws with your tier1 pistol?

 

There are 2 ways I know if to achieve a similar effect of an increased global damage multiplier without completely breaking the existing DT balance:

a) Reduce hitpoints of

b) Modify damage multipliers in body part data

 

There are mods out there which do b), I think overall it's the solution that has the best results as you can really fine-tune everything. Unfortunately, it's not possible to configure it at runtime, so can't be disabled or adjusted by the player. That's why PN did a).

Edited by schlangster
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I wish there were a global DT multiplier too, to remedy that problem. To answer your question though, just search for Game Settings on the Nexus, it allows you to tweak tons of stuff very easily, including damage multipliers. Personally, I use a true DT mod (no bleedthrough) and slightly increase the global damage (around 110%).
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Unfortunately I just tested the fdamageweaponmult and it didn't affect the mole rats, but did the bloatfly, so as it stands this doesn't work properly. I guess cause the rat is unarmed?

 

 

I'm not sure exactly how the geck decides what is and isn't a weapon/unarmed/melee. Many of the creature weapons, such as bloatflies' stinger launcher and whatnot, are set to use the BARTER skill for calculations.

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Unfortunately I just tested the fdamageweaponmult and it didn't affect the mole rats, but did the bloatfly, so as it stands this doesn't work properly. I guess cause the rat is unarmed?

 

 

"Rex bite" is a weapon, though. Not sure if it's what he uses however, don't want to check right now.

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