This article is here describe which game files each part of MCR modifies, to help you determine whether or not there would be a conflict with another mod.
In addition to that, I'm writing a priority list with my opinion of how big of a priority that part of MCR is for it's functionality (for example, if i'm writing "low priority over" it means I consider that part of MCR not being too important).


TLDR;
If you have any other mods that you suspect in any way adjust body part data, damage taken, damage based on difficulty, or health:
Make sure to put Mornedil's Combat Rework lower in the load order to ensure all balance changes made by MCR are applied.
This mod does not affect weapon damage, it adjusts damage taken by limbs and difficulty damage modifiers.



MCR 1 - Rework Base File.esp

This ESP overwrites:

  • All body part files in the game.
  • Player cripple damage multiplier.
  • Health level bonus.
  • Health per endurance point.
  • Health multiplier based on level and endurance.
  • damage multipliers based on difficulty.

Conflicts with:
  • Mods that change body part data, such as changing limb dismemberment, damage to certain body parts, cripple rate, limb health or limb explosion rate.
  • Mods that change health scaling of the player or enemies based on level and/or endurance.
  • Mods that change how much health each point of endurance gives.
  • Mods that change difficulty damage multipliers.

Conflict priority and consequences:
  • DO NOT USE: Any other mod that changes existing body part data. It will break balance to combat by more or less halving the damage taken by everything, and remove any other changes done to body parts.
  • DO NOT USE: Mods that change damage multiplier for different difficulties. This mod is balancing it in accordance to body part damage adjustments, and using another mod that tries to adjust damage will make things unbalanced.
  • Medium/high priority over: Mods that change health scaling or health gained per endurance point. Put the mod of your preference last in the load order. The difference is how much extra health the player and enemies will have, which may change the balance of combat.



MCR 2 - Harsher Cripple Penalties.esp

This ESP overwrites:
  • Cripple regeneration timer.
  • Race files for: Humans / super mutants / Gen 2 synths / Nick Valentine.

Conflicts with:
  • Mods that change the time it takes for limbs to automatically regenerate after being crippled.
  • Mods that change the race files for the above mentioned races.

Conflict priority and consequences:
  • High priority over: Mods that change the above mentioned race files. The consequence of overwriting these files is that enemies may no longer drop their weapons after you cripple their arms.
  • Very low priority over: Cripple regeneration mods. The only difference is how fast limbs regenerate, so if you have a mod that for example disables automatic limb regeneration, make sure it loads after Harsher Cripple Penalties.




MCR 3 - Sneak Attack Adjustments.esp

This ESP overwrites:
  • Base sneak attack bonus multiplier when using guns or melee.
  • All tiers of the Ninja perk.

Conflicts with:
  • Mods that change sneak attack bonus.
  • Mods that change the Ninja perk.

Conflict priority and consequences:
  • Medium priority over: Mods that change sneak attack bonus or the Ninja perk. It's a matter of your preference. The reason for this part of MCR is to balance out sneak attacks after the health and damage changes done by the Rework Base File.

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Mornedil

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