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Author notes
Anyone may create & upload language translations without my express permission
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This author has not credited anyone else in this file
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Changelogs
Version 1.5.5
Probably fixed a harmless bug that would generate a CET log error on game boot. The error is caused when saved settings attempt to load BEFORE functions are defined. It was harmless because the functions were getting defined shortly thereafter and saved settings would kick in. I simply rearranged how saved settings are called so that they should only be called AFTER those functions have been defined. That said, I really want to emphasize that this CET log error was completely harmless.
Added new menu option - Player Crit Damage
Added new menu option - Player Headshot Damage
Updated ALL percentage sliders' maximum value from 200% to 500%.... cause why the hell not.
Version 1.5.1
Percentage-based damage now may only trigger if the damage is equal to "GetDominatingDamageType()" - this means that weapons with Thermal, Chemical, and Electric damage will not deal percentage-based damage (just the Physical damage will) unless that damage type is the dominant stat. Essentially, preventing percentage-based damage from triggering multiple times.
Improved percentage-based damage when accounting for weapon speed
Version 1.5
Updated One-Shot Protection To Account For Accumulative Hits
Added new menu option under "NPC" section - "Edgerunner Drones" (TOGGLE ON/OFF) - Drones Will Take -66% Damage to Mimick Their Sturdiness Depicted in Edgerunners
Added new menu option under "Level Scaling" section - "Consistent Playthrough Difficulty" (TOGGLE ON/OFF) - Difficulty Modifiers Are [15% - (1% x Player Level)] More Potent While Below Level 15 and [0.2% x (Player Level - 30)] While Above Level 30
Updated option "3x Headshot Damage While Downed" - This effect is now active for the ENTIRE time an NPC is ragdolling/disabled/defeated, rather than the initial hit triggering those states. If you can land a headshot during those states, the damage will be x3! This effect is no longer active on attack which TRIGGER those states, it only takes effect WHILE the NPC is in those states. This is the behavior a lot of users were expecting with this option, thus, I made it so :)
Added the tag "IsMassive" to the list of NPCs that receive reduced percentage-based damage.
Likely the last update for a long while. Expecting the birth of my 2nd child on October 10th - will be very busy after that!
Version 1.4.1
Fixed Mod Menu so that in the future if more options are added, no special "update instructions" will be required!
Updated Default Preset
Updated Author's Choice Preset
Added New Presets, "Vanilla Augmented"... "Cyberpsycho"... and "STINKY CHEATER"
Separated Menu Options into Separate Categories for Organization Purposes
Version 1.4
Reduced percentage-based damage to Cyberpsychos and Bosses
Percentage-based damage now scales with weapon fire speed. The faster the weapon, the less percentage-based damage will occur. This is done to prevent very fast weapons from making everything else obsolete.
Added new menu option "3x Headshot Damage to Downed NPCs" - If the NPC is in "Defeated" state or the attack triggers a ragdoll effect (Hello shotguns!), headshots do 3x damage.
Version 1.3.8
Fixed Player Damage Scaling with negative values reducing less damage than expected
Improved One-Shot Protection once again
Improved code in general, removed unnecessary calculations
Version 1.3.7
Changed calculation logic to run AFTER vanilla functions instead of before (within the order of the damage pipeline) - basically everything from this mod has been pushed 1 step forward
Runs all damage through an array to ensure things are thoroughly adjusted
Added several fail-safes so that this mod's functions do not trigger at all under certain circumstances
By moving all mod function 1 step ahead in the pipeline, in combination with array checking, one-shot protection should work much better, in addition to overall general improvements to how and when damage is altered.
Version 1.3.6
Fixed hack attacks getting ignored (probably)
Adjusted some values for Enhanced Hit Events as I felt the bonus to headshots was a little too much.
"Normal Attacks Can't One-Shot" option now does not protect against hack damage since an argument can be made that those aren't "Normal" attacks in the first place
Version 1.3.5
Apparently NPC shotguns' pellets aren't tracked the same way as the Player... Player should no longer get one-shot by shotguns if hit with multiple pellets.
Further improvements to one-shot protection
Fixed a bug that sometimes would trigger Damage Floor Health Target's bonus damage even if the original damage exceeded the threshold
Updated "Default" and "Author's Choice" preset values
Version 1.3
Updated "Default" and "Author's Choice" preset values
Broke apart the damage calculations into separate functions and rearranged where they get applied in the damage pipeline... Ultimately resulting in better calculations that inherit vanilla stats and modifiers.
Player and NPC one-shot protection options have been improved
"Damage Floor Health Target" and "Enhanced Hit Events" now take distance from the target into consideration.
Version 1.2
Fixed a menu bug where some settings were not saving correctly
Added new menu option: "Damage Floor Health Target"
Added new menu option: "Enhanced Hit Events"
Added new menu option: "Normal Attacks Can't One-Shot"
Various calculation improvements and changes to accommodate the added options.
From now on, updates no longer require the user to delete "settings.json" - simply update this mod normally with no special steps required!
Added new menu preset: "Author's Choice" - Choose this preset if you want to use my exact settings :)
Changed the level curves archive file name to "zz_DamageFloor" which effectively puts Damage Floor as a "low priority" mod to make it fully compatible with "Level Scaling and Balance" (by rmk123) out of the box!
Version 1.1
Split Incoming NPC Damage Offsets into two... "Organic" NPCs and "Mechanical" NPCs
Changed several option titles and descriptions just to make them easier to understand.
Further calculation improvements
Increased "Raw" damage value back from 1 to 2. Makes almost no difference when taking lots of damage, but can make a difference when the damage is initially very low.
**IMPORTANT** If Updating From a Previous Version, DELETE "DamageFloor.log" "db.sqlite3" and "settings.json" from the Native UI Settings, here: "Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\DamageFloor"
Version 1.05
Added new menu option: "3 Levels Below Offset" - Damage VS Units Exactly 3 Levels Lower. Effects Player and NPCs equally
Added new menu option: "4 Levels Below Offset" - Damage VS Units Exactly 4 Levels Lower. Effects Player and NPCs equally
Added new menu option: "5 Levels Below Offset" - Damage VS Units Exactly 5 Levels Lower. Effects Player and NPCs equally
Added new menu option: "6+ Levels Below Offset" - Damage VS Units 6+ Levels Lower. Effects Player and NPCs equally
Added new menu option: "3 Levels Above Offset" - Damage VS Units Exactly 3 Levels Higher. Effects Player and NPCs equally
Added new menu option: "4 Levels Above Offset" - Damage VS Units Exactly 4 Levels Higher. Effects Player and NPCs equally
Added new menu option: "5 Levels Above Offset" - Damage VS Units Exactly 5 Levels Higher. Effects Player and NPCs equally
Added new menu option: "6+ Levels Above Offset" - Damage VS Units 6+ Levels Higher. Effects Player and NPCs equally
For option "NPCs Can Critically Strike," damage has been increased from 25% to 33%
"Raw" damage values now scale with your game difficulty choice
Reduced universal damage floor value from 3% to 2.5%
Reduced universal "raw" damage value's initial amount from 2 to 1
Cleaned up some a redundant calculation
Optimized many calculations - players won't really notice anything here but it's generally a good idea to make the scripts as clean as possible.
Reduced level disparity offset from 10% to 9%
Reduced "Smooth Level Disparity" value from 20% to 15%
Changed Default Player and NPC damage offset from 0% to 10%
Updated all menu Defaults to compensate for a reduction in values as mentioned above. The default values are what I've determined to be "balanced."
Conditional multiplier (headshots) increased from 1.15 to 1.33
Conditional multiplier (crits) increased from 1.15 to 1.33
Conditional multiplier (strong melee) increased from 1.1 to 1.15
Conditional multiplier (VS Bosses) increased from 0.33 to 0.44
Conditional multiplier (VS Cyberpsychos) increased from 0.5 to 0.66
Version 1.01
Automatic weapons such as Assault Rifles and LMGs have a lower damage floor value to compensate for their fast rate of fire.
Shotguns, Precision Rifles, and Sniper Rifles have an increased damage floor value to compensate for their slower rate of fire.
Decreased damage floor conditional damage (headshots) from 1.4 to 1.15
Decreased damage floor conditional damage (critical strikes) from 1.4 to 1.15
Decreased damage floor conditional damage (heavy melee attack) from 1.25 to 1.1
Decreased damage floor conditional damage (VS Bosses) from 0.75 to 0.33
Decreased damage floor conditional damage (VS Cyberpsychos) from 0.85 to 0.5
"Raw" damage values now scale with conditional damage
"Raw" damage values now scale with the attacker's level by (1 * attackerLevel)/5
"Raw" damage value from explosions increased from +10 to +25
TOTAL attack damage is now used in calculating whether the damage floor has been met, whereas previously, incremental attack damage was being used. What this means is that the damage floor will trigger less often (or rather, only when absolutely necessary)
Version 1.0
Initial release.
Damage Floor
SUMMARY A combat damage mod that aims to enhance the vanilla experience without drastic changes. It accomplishes this by implementing a damage "floor" value to each attack - meaning very low damage will be increased to help retain a sense of consistency throughout the world. The effects of this mod are subtle, yet at the same time a noticeable improvement. This mod can be used standalone to provide an enriched combat experience, or in addition to other combat mods! This mod will also allow you to explore the world regardless of your level while retaining each zone's intended sense of difficulty... It accomplishes this by ensuring that NPCs may never be more than 5 levels below you, nor 8 levels above.
This is NOT a hardcore damage mod, and while low-value damage IS increased, this does not make the game any more difficult - but rather, makes the game "consistently difficult."
Customize Your Difficulty With Native UI Menu Settings
Damage Floor Health Target - Adjusts the damage floor health percentage target.
Player Incoming Damage - Adjusts ALL damage to the player.
Organic NPC Incoming Damage - Adjusts ALL damage to Organic NPCs.
Mechanical NPC Incoming Damage - Adjusts ALL damage to Mechanical NPCs.
Smooth Level Disparity (Toggle ON/OFF) - Changes vanilla level gap damage modifiers from +66% per level to +20% (Did you know?: Vanilla behavior; if an NPC is 6+ levels above you, they get a 400% damage boost! Yikes...)
Random Damage Swing (Toggle ON/OFF) - Damage from the Player and NPCs may vary from -5% to +10%
NPCs Can Critically Strike (Toggle ON/OFF) - NPCs will have a 12% chance to crit for an extra 25% damage
Enhanced Hit Events (Toggle ON/OFF) - A Small Percentage of the Target's Max Health is Added to Damage, and Even More to Crits, Headshots, Heavy Melee, and Explosions.
3x Headshot Damage to Downed NPCs (Toggle ON/OFF) - Player Headshot Damage is Increased x3 When the NPC is Ragdolling or in 'Defeated' State
Player One-Shot Protection (Toggle ON/OFF) - Prevents the Player from being one-shot while at high HP
Regular Attacks Can't One-Shot (Toggle ON/OFF) - Attacks that are NOT Crits, Headshots, Heavy Melee, or from Stealth Cannot One-Shot an NPC.
Level Difference Scaling - Adjust the incoming and outgoing damage of targets based on their level difference
NOTE: For obvious reasons, all Health-Percentage based damage is heavily reduced against Cyberpsychos, Bosses, and anything classified as a "mini-boss."
COMPATIBILITY (NOTE: If you have other damage mods installed and you use the "Player Outgoing Damage" or "NPC Outgoing Damage" options in Damage Floor, those offsets will stack with other mod offsets!! For example, if you set "Level Scaling and Balance" to +100% and Damage Floor also to 100%, THEY WILL STACK!!)
Level Scaling and Balance - 100% Compatible! Though, if you use the "Level Scaling" separate files from this mod, they will overwrite Damage Floor's level changes, which may effect your ability to kill very high-level enemies. Use the Level Scaling options with caution - I can't guarantee intended results.
Option 1: Use Vortex with "Hardlink Deployment" enabled to install for you... To uninstall, simply use Vortex to delete/disable the mod.
Option 2: Manually install, place the unzipped files into your game directory. The file paths are already correct... To uninstall, manually delete each folder contained in this mod.
FAQ
Do I need to adjust the offset settings depending on my game mode difficulty? - NO! This mod scales appropriately with your game difficulty preference. Does this make the game harder/easier? - Not by default, this mod focuses on consistency. It just makes very weak NPCs a bit tougher, and high level NPCs non-impossible to defeat. That said, you can certainly make things easier or harder with the mod's menu options.
Can I install/uninstall this mod mid playthrough? - YES! No perma-changes to your save file.
I can't set the damage offsets back to 0%... HELP!!! - Use your mouse and drag the slider to get it back to 0%. Using the left/right bumpers will skip the 0% value... This is an issue with the Native UI Settings mod, nothing I can do about it. The bug is known and hopefully will be fixed soon!