Jump to content

A damage adjustment mod


jdrfox

Recommended Posts

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.

Edited by jdrfox
Link to comment
Share on other sites

It doesn't require anything. Just fallout4.esm for the base mod.

 

Having MCM allows you to tweak things like headshot damage values, creature armor values, knockdown and stagger thresholds, stuff like that. Not running MCM means the mod runs with its default values.

Edited by jdrfox
Link to comment
Share on other sites

Focusing on play testing and bug squashing at the moment, before I add any new extras. I've also remade versions of the scripts with zero MCM functions in them to make sure there are no issues with the non-MCM version of the mod. I've been scripting with MCM turned on I totally forgot about it.

Link to comment
Share on other sites

Good to hear. I recently decided I would do away with F4SE and mods that rely on it. There are not very many other than ones that use MCM, which is usually only optional.

 

I was worried about older mods not being updated when F4SE is, and potentially becoming broken. But it turns out I don't really have many mods that require F4SE. I thought there would have been a lot more.

 

Idk, I might go back to it if I find new mods that require it. I just seen a throwing weapon mod that looks very cool.

Link to comment
Share on other sites

The mod "Ruff Riders" which I recently made compatibility patch for seem to break precombines where the mounted raiders spawn. I fought a mounted Raider at Thicket Excavations and noticed the structures near the pit had broken/missing mesh pieces. Turning of Ruff Riders restores the structures to normal.

 

I'm not sure why it does that, must be something to do with spawn placement? I may have to remove the patch support for it, or, at least, add a warning.

Link to comment
Share on other sites

  • 2 weeks later...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...