For several months, this mod didn't work correctly, and I apologize for not realizing it. I hope you can have fun with it this time! - The player only takes 5x more damage to the head than in the vanilla game. The old version of the mod multiplied by 100, which was of course too high a value. - Fire Ants are now included in the game, thanks to GridSquare19 for telling me!
I REALLY need to update the mod: the no-effect-on-player version can't work now, because the player has the SAME bodypart Data than the NPCs. I have to replace the player's Bodypart with a new one (incompatibilities assured).But I don't have the time to do this! xD I promise, I'll get there as soon as I can. I'm deleting the no-effect-on-the-player version for now.
This fix will be much appreciated, really, thanks for your work! It does make the game harder and at times more interesting but in general its really annoying for a non hardcore-ish playthrough.
Yeah, I still haven't managed to totally fix this problem (and I don't have time to create mods anymore). If you find an alternative, don't hesitate to share it with me!
Thank you so much for this mod! Now I can play the quest "You Gotta Shoot Em' in the Head" properly! One thing I noticed though is that the increased damage when shooting a character's head also applies to characters in Power Armor. Any way to fix this? Or is it a limitation of the engine?
In the next update I'm "preparing" (I'm procrastinating, really), the helmets will be much more efficient. And I will also remove the player protection, incidentally. But it may be that the game engine is preventing me from doing something decent.
It's strange, in TES3Edit there are no change between Fallout3.esm and my plugin in the PlayerBodyPartData ("GOTY+no player effect" version). If you reinstall the mod, is the bug still present ?
After a detailed analysis of the CK, it turns out that the "PlayerBodyPartData" is useless, and that the player is affected by the same Body Part as the NPCs, i.e. the "DefaultBodyPartData". So, all in all, it is for the moment impossible for me to make the player not be affected by the mod. Maybe I'll change that in the future - I'll be updating the mod soon, to make it more balanced (so the player doesn't die too quickly and the enemies take sifficiently head damage) and also to reduce the chances of hitting the enemies' heads with the VATS.
same here, it makes things nearly unplayable considering that super mutants with inaccurate rapid fire weapons get lucky and instant kill me on loop :/
Haha lol,my game turns to survival shooter now but thats totally fine now since im used to it,im really recommended you to download mods that reduce player firing spread so every shot doesnt really sway like s#*!,and use CASM with every minute autosave setting so if you dead you dont have to restart really far
23 comments
- The player only takes 5x more damage to the head than in the vanilla game. The old version of the mod multiplied by 100, which was of course too high a value.
- Fire Ants are now included in the game, thanks to GridSquare19 for telling me!
Thanks for all your feedbacks.
I promise, I'll get there as soon as I can. I'm deleting the no-effect-on-the-player version for now.
It does make the game harder and at times more interesting but in general its really annoying for a non hardcore-ish playthrough.
One thing I noticed though is that the increased damage when shooting a character's head also applies to characters in Power Armor. Any way to fix this? Or is it a limitation of the engine?
But it may be that the game engine is preventing me from doing something decent.
If you reinstall the mod, is the bug still present ?
Edit : UPDATE !
Edit : UPDATE !
Edit : UPDATE !