Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

7Ramhat

Uploaded by

7Ramhat

Virus scan

Safe to use

13 comments

  1. Ymiraku
    Ymiraku
    • member
    • 0 kudos
    Does the damage multipliers apply to the player as well npc's?
    1. MetZwerg
      MetZwerg
      • member
      • 3 kudos
      important question...
    2. Whitewolf323
      Whitewolf323
      • member
      • 0 kudos
      Says so right in the description.
  2. tinymusic
    tinymusic
    • premium
    • 2 kudos
    If anyone happens to read: this simple mod is highly useful for adding true lethality to gameplay. Depending on your setup, this may be the hidden element to balance. I had everything nearly perfect, but using GCM to fine tune damage taken/given did not provide the right gameplay- I could sneak behind a raider and one shot them with a pipe pistol to the dome, makes sense, but I could also run up to them and shoot them in the foot for the same result. Lowering damage taken/given and applying the changes from this mod = *chefs kiss*
    Poorly aimed shots slow raiders down, carefully aimed shots drop or cripple them- same goes for sole survivor. Great fun.

    Thanks, mod author person
  3. Ech057
    Ech057
    • supporter
    • 0 kudos
    So, the modifier works pretty well for itself. but having the best non powerarmor helmet will get you still oneshoted by an Mk 8 turret. So, yea, not that well balanced
  4. rxvenscorn
    rxvenscorn
    • member
    • 0 kudos
    I have but one question, if i may. Does it work alongside the "Better Locational Damage" mod?
  5. Urushiharadeesu
    Urushiharadeesu
    • member
    • 0 kudos
    LoL man, ghouls must have like a 10x head multiplier, you feel me? ;P like a real zombie ^^
    or does that already works like a good one-headshot-kill thing since they don't have armor?
  6. NCRForever
    NCRForever
    • supporter
    • 15 kudos
    Giving it a go. Mainly because of your pic. I do think that damage should be determined by ammo types, when it comes to firearms. Same with melee and other weapons. Like a .38 should only do about 1 point times modifier. So a maximum of about 3 -5 damage. But, yeah. That's just me though.
    1. deleted29353630
      deleted29353630
      • account closed
      • 8 kudos
      Right
    2. fg094
      fg094
      • premium
      • 0 kudos
      Isn't that how it already works? (gundamage-armor)*Modifyer=damage taken. so a .38 might be a 12*1.5 while a .308 is a 90*1.5.
    3. NCRForever
      NCRForever
      • supporter
      • 15 kudos
      It kind of works that way. But, the damage done is outrageous. The modifiers are out of hand. As is the damage per round. I am thinking about just removing 99% of all ammo from the wasteland. Maybe setup a few caches around the map. I really do not think that raiders, or anyone would have an endless supply after 200+ years. Homemade ammo would be sparse also. Maybe a few wastelanders would even have the skill to begin with. Supermutants would def not have the skill, nor be dexterous enough with those giant ham fists and sausage fingers, so they would be stuck with melee weapons or be unarmed, not to mention the few things they can take from settlers that they have killed.

      As a whole, the game is amazing. I have over 2k hours in the game. But there are just so many things, that are just very unrealistic to me.
  7. cyberzerk
    cyberzerk
    • supporter
    • 11 kudos
    So, does this stack with MADNESS? It sure sems to, given the number of times I've almost been shot to smithereens since installing. Nice to be reminded why cover and stealth was a good idea.
  8. BluePriest
    BluePriest
    • premium
    • 0 kudos
    Im a little confused by your statement. On one hand, it looks like you are saying that the modifier is too low early game, but that it is too powerful late game. So is this a modifier that is making the location damage be higher (except deathclaw head) or lower?