Great mod, I was looking for a mod that made adrenaline only affect unarmed and melee. The idea of it also affecting sprint cost is brilliant! I'm going to be using this Mod (Opt. O) in combination with Adrenaline Rush's Immediate Adrenaline Drop Mode. This version of Adrenaline Rush makes it so that you loose your adrenaline rush after exiting combat.
I recommend this mod combination for anyone looking to keep the Adrenaline perk realistic. So for that reason, may I suggest a new variation of Option O? - 5% Sprint Cost, + 5 Melee Damage, + 5 Unarmed Damage
I removed carry weight b/c it won't matter using this mod combination since Adrenaline goes away after you exit combat. And I made the sprint cost, melee and unarmed damage 5 instead of 2 to be more relevant in a game where you loose you're adrenaline after exiting combat.
A mod that makes you gain a rank of adrenaline every 2 or 3 kills would be great for this mod combination. Sadly, it doesn't exist.
Was a little worried about compatibility, but it turns out this works perfectly fine with the Balanced Survival Quicksave mod by McGuffin. I'm using the AP variation and it diminishes 5 points every time I quicksave, just like with the damage modifier! Thanks a lot, I was getting at least a +30% damage bonus at all times because I didn't have to sleep every time I saved. Substituting for AP seems like a more balanced choice (especially if you're using the Bullet Time mod).
The disable Adrenaline mod does not work. You still get a damage boost. I tested it, went from 150 damage to 180 with the no damage version.
Try removing the effects entirely then it works. (Made that change myslef in fo4edit
Still I would love to be rid of that thing completely, its utterly stupid. Why add something this artificial to a mode called survivial. Sorry had to do a short Bethesda rant
Hey sorry to respond so late, I've been busy with finals. I just tested each rank in game and its working fine for me. Is it possible you have a mod conflicting with this one?
Maybe engine strangeness? After all this is Gamebryo we are talking about. And no it´s not a conflict. I have no mods that modify this record.
Before adrenaline 10 I needed 2 shots to kill a super mutant, after that only 1.
So in the end I think it´s engine weirdness, The same stuff sometimes happens with weapon mods that I add a multiplier of 1 to. They still add one or two points...
I'd also like to confirm that the disable adrenaline mod does indeed work. I had 2 or 3 adrenaline ranks and I shot an enemy with a sneak attack with the mod enabled and it did the same damage every time I reloaded. I disabled the mod and tried again and I was doing more damage.
Adrenaline increasing action points makes a lot of sense, I really like that idea. I wasn't quite ready to give up the bonus damage though, so I merged your A and G plugins together in FO4Edit to make a version with +5 AP and +2% DAM per rank.
I downloaded and use 'o', but i noticed in game with adrenaline maxed, I was dealing over 1000 damage with a combat knife. Now, I set all my melee weapons to deal like 3 times their stock damage, but still, melee weapons set at 25-120 damage dealing 1000-3000 cant be right. I suspect that instead of a 2% increases, its increasing in 20% increments. looked at it in Xedit, and I think the magnitude might be on the wrong side of the decimal.
I added the 0% version to Bethesda.net. I don't think you can upload multiple .esp files for the same mod, so I changed the name to No More Adrenaline. I don't see my self uploading every version of this mod, maybe just a couple.
I suggest you check out this video if you want to use mods from the nexus. Its really not that hard. https://www.youtube.com/watch?v=rAKcAEn6hLg
50 comments
I recommend this mod combination for anyone looking to keep the Adrenaline perk realistic. So for that reason, may I suggest a new variation of Option O?
- 5% Sprint Cost, + 5 Melee Damage, + 5 Unarmed Damage
I removed carry weight b/c it won't matter using this mod combination since Adrenaline goes away after you exit combat. And I made the sprint cost, melee and unarmed damage 5 instead of 2 to be more relevant in a game where you loose you're adrenaline after exiting combat.
A mod that makes you gain a rank of adrenaline every 2 or 3 kills would be great for this mod combination. Sadly, it doesn't exist.
Try removing the effects entirely then it works. (Made that change myslef in fo4edit
Still I would love to be rid of that thing completely, its utterly stupid. Why add something this artificial to a mode called survivial.
Sorry had to do a short Bethesda rant
Before adrenaline 10 I needed 2 shots to kill a super mutant, after that only 1.
So in the end I think it´s engine weirdness, The same stuff sometimes happens with weapon mods that I add a multiplier of 1 to. They still add one or two points...
Adrenaline increasing action points makes a lot of sense, I really like that idea. I wasn't quite ready to give up the bonus damage though, so I merged your A and G plugins together in FO4Edit to make a version with +5 AP and +2% DAM per rank.
I suggest you check out this video if you want to use mods from the nexus. Its really not that hard.
https://www.youtube.com/watch?v=rAKcAEn6hLg