this does the exact opposite of what I want it to do. 150% damage at no skill, normal 200% at 50 skill and 300% at 100 sneak. so that there is a reason to even get it that high. there's no other reason to max sneak, why would you nerf it?
Want to ask about last version. I tried scripted version and its doesn't work for me, tried plugin its work. So what question, is this because I use JIP version 56 81 instead of version 56 85, or problem not in this?
I'd always recommend the latest version of xNVSE and it's plugins. Also install JohnnyGuitar NVSE and Showoff NVSE too since it's hard to keep track of which functions come from where, they might be required too
I have all this mods. I'm just curious it's only my problem because I use previous JIP version, or this is script it self problem. I use previous JIP because latest bring some problem with starting JG scripts and fixing it it's beyond my possibilities, so I just wait update JG maybe it's fix it or not.))
Appreciate the update, but now I don't really know how to configure it myself. Before it was pretty straightforward. I'm guessing both melee and ranged reach the vanilla amount at 100 sneak skill? In that case I don't need to tweak anything :)
by default yeah, the values will reach their vanilla state at 100 skill. The mod has been updated with an annotated INI that should make understading the settings a little easier :)
One more thing... Would you consider adding a hotkey option for the Contextual HUD to hide/show the elements? It's the only thing that keeps me from moving away from oHUD.
Sneak attacks were always one of the more broken mechanics in Bethesda games (and just lead to stuff like the "everybody becomes a stealth archer" meme from Skyrim), so I really appreciate a balancing attempt like this
Isn't melee usually x2 as well? If so a x2 version would be nice. I wonder what other things in the game could benefit from scaling like this. My Lv 25 character for example only has 32 Sneak, so this is pretty cool.
Come to think of it, aren't all the Critical Damages determined per weapon. The Police Pistol for example does 30 damage and 45 Critical Damage. Wouldn't that be x2.5? The Gobi has crazy Critical Damage too. Does this just overwrite it then? It could ruin a few weapons.
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Before it was pretty straightforward. I'm guessing both melee and ranged reach the vanilla amount at 100 sneak skill?
In that case I don't need to tweak anything :)
One more thing... Would you consider adding a hotkey option for the Contextual HUD to hide/show the elements?
It's the only thing that keeps me from moving away from oHUD.