Fallout 4

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SKKmods

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SKKmods

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About this mod

On demand modification of damage in/out from 0% to 800% and experience from 0% to 200% when your fed-up trying to configure detailed actor and item stats for that perfect game balance. Options to uncap weapon damage, target hit sounds, make everyone killable and crit hits without vats.

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On demand modification of damage in/out from 0% to 800% and experience from 0% to 200% when your fed-up trying to configure detailed actor and item stats for that perfect game balance. Options to uncap weapon damage, target hit sounds, make everyone killable and crit hits without vats.


[ SKK Dynamic Damage Manager replaces SKK KillXP ] 


Fed up tuning the never ending circle of health, weapon damage and armor stats ?

Leveling too fast or too slow  ?

Still irritated by those one shot molotovs in survival ?



Install the mod at any time in any game to receive a [ .SKK Dynamic Damage Manager holotape ] in your MISC inventory to configure:


(1) Modify Experience [ *Disabled - All Exp - Only award Experience for kills ]

      Experience [ 0%, 25%, 50%, 75%, *100%, 150%, 200% ] of Normal game

(2) Modify Incoming damage taken [ *Disabled - All Damage - Explosion Damage only ]

      Incoming damage [ 0%, 50%, *100%, 200%, 300%, 400%, 500%, 600%, 700%, 800% ] of Normal game 

(3) Modify Outgoing damage dealt [ *Disabled - All Damage ]

     Outgoing damage [ 0%, 25%, 50%, 75%, *100%, 125%, 150%, 200%,  250%, 300%, 350%, 400% ] of Normal game 

(4) Uncap Outgoing Weapon damage  [ *Disabled - Enabled ] 

(5) Target OnHit thwack sound [ *Off - Loud - Medium - Soft ] 

(6) Protect player from unkillable actors [ *Off - On ]

(7) Everyone is killable [ *Off - On ]

(8) Critical hits out of VATS @2% per Luck  [ *Disabled - Enabled ] 


1. Experience

Multiply all experience or only award experience for kills (no exp from quests, crafting, speech & etc)

Normal game exp     100%
Survival  game exp   200%


2. Incoming and  3. Outgoing Damage 

All settings are dynamic and can be changed at any time for instant gratification. The manager knows the game setting you have configured and applies the appropriate percentage modifier to deliver the value you want relative to a Normal game. 

If that sounds overly complicated, consider all the different rates that the base game offers:


Player Damage  | 0.VeryEasy | 1.Easy | 2.Normal | 3.Hard | 4.VeryHard | 6.Survival
Incoming/taken |   50%      |   75%  |   100%   |   150% |   200%     |   400% 
Outgoing/dealt |   200%     |   150% |   100%   |    75% |   50%      |   75%   



Rather than try to describe the change for each of the game settings, just tell the manager what level of damage you want compared to 100% Normal and that's what you get. Yes it really is that simple, so if you are awake and speak English but don't get it, then these are not the droids you are looking for.

As some prefer absolute numbers in a relative world, this is the base damage table for a standard 10mm pistol. Pick how many hits you want to kill a level 1 raider that has 30 health with no other perks or weapon mods, that's your damage percentage.

Game        Outgoing        Basic 10mm     Hits to kill a
Difficulty  Damage Mult.    Damage         level 1 Raider

Very Hard      50%              9                4
Survival       75%             13                3
Normal        100%             18                2   
Easy          150%             27                2
Very Easy     200%             36                1 


If all that sounds too simple and you want to fine tune your own custom rates, no problem with the article SKK Dynamic Damage Manager console configuration.


4. Uncap Outgoing Weapon damage (from v012)

Whilst most player weapon damage stops with MoreDamage3 Advanced weapon receivers and level 5 weapon damage perks, some sponge mobs health keeps going up uncapped. If the player has the relevant level 5 weapon damage perk this option keeps increasing damage at ~2% per player level.

Weapon Damage     Damage at      Additional
Perk              Level          Level Damage

Rifleman05        +100% 46        +2.2% (100/46)
Gunslinger05      +100% 42        +2.4% (100/42)
Commando05        +100% 49        +2.0% (100/49)
HeavyGunner05     +100% 47        +2.1% (100/47)
BigLeagues05      +100% 42        +2.4% (100/42)



6.  Protect player from unkillable actors (v016)

With proactive everyone killable OFF the player can be attacked by unkillable Essential actors. With this reactive setting enabled, if any actor lands a hit on the player and is hostile to the player they are made mortal so that fight can be finished. This includes companions. This will not solve problems with invulnerability based on unknown damage reduction perks that multiply damage by zero.



7. Everyone is killable  (v015)

Any actors that are essential (unkillable so they bleedout and recover) protection will be removed on the first player hit with a message [ ActorName is now killable ].  They are removed from all factions, but their faction crime alarm usually triggers on the first hit so you may have a hostile audience.

If they are a possible companion there is a one hit per real time minute cooldown to allow for those awkward but common "half-witted wandering across your sighs during combat" moments. They are worse than rando n00b BR team mates.  

This is totally not quest safe, actors are essential BECAUSE quests depend on them. This is a blunt instrument to assert yourself when RAGE or self respect supercedes the need to complete the same old quests yet again.

Note some actors in scenes that involve fighting before the player arrives are protected by various damage suppression perks (example: BOS vs Ferals at Cambridge PD, the fist fight in the Dugout inn). There are too many perks to try and detect/remove so let those scenes play out before killing. 




Compatibility


The mod has no dependencies on extenders or DLCs and does not change any base game assets or objects, its 100% pure new Creation Kit forms and scripts. As it does not touch any other stuff in your savegame, there should be no direct conflicts.

This mod will factor on top of any actor health or item damage mods no problem because it multiplies the base value. If you run multiple damage modification perk mods they may stack or overwrite, depending on how they work (if they use absolute or multiply values) and their load order. Best to pick one and disable the rest.


Known issues & FAQ

(1) Setting Zero damage in invincibility can be detected by some low confidence enemies (mostly raiders) who may run away screaming.

(2) Weapons damage value display does not update until you enter and exit the Pipboy. Then the weapon damage value reported in the Pipboy is the base weapon, plus Omods plus perk multipliers (including SKK DDM), but NOT the base game difficulty factor. Apart from NORMAL 100% difficulty, the absolute value shown will never be the actual damage dealt even with zero target DR/Armor.

(3) Can I run the Target OnHit "thwack" sound effects for that minty fresh Fallout 76 flavor without enabling any of the other settings, because my current combat balance solution is perfect ? Yes.

(4) Target OnHit "thwack" and "Everyone is Killable" options are enabled through an ApplyCombatHitSpell perk. The player can only have one ApplyCombatHitSpell perk effect active at any time and scripts can not detect if one is already running. If you don't get hit sounds or killable essential actors, something else has already applied that perk effect.


Migrating from SKK Kill XP

(1) Run the KillXP Holotape, disable all modifiers (XP, damage in, damage out)
BEFORE YOU REPLACE THE MOD. 
(2) Save Game
(3) Remove SKK Kill XP mod
(4) Load Game, Save game
(5) Install SKK Dynamic Damage Manager 
(6) Enjoy !
  


Notes on scaling Survival damage 

Just FYI as I bothered to do the calculations, using a 10mm pistol reference platform, assuming the player takes GunNut and Gunslinger perks on level, with the standard 75%/400% survival damage multipliers (without adrenaline or chems):

Hits to kill  Level 1 | Level 2 | Level 7 | Level 13
END7 player     2.3   |   2.3   |   2.7   |   2.2
Raider NPC      2.2   |   1.4   |   2.7   |   6.1


Survival Damage dealt fDiffMultHPByPCTSV (GameSetting 0.5) * HC_OutgoingDamageMult (GlobalVariable 1.5) = 75% normal
Survival Damage Taken fDiffMultHPToPCTSV (Game Setting 2.0)  * HC_IncomingDamageMult (GlobalVariable 2.0) = 400% normal



Nexus PC Manual installation

Copy SKKDynamicDamageManager.esp and SKKDynamicDamageManager – Main.BA2 to your ...\Fallout 4\Data directory, enable in the Bethesda mod menu, mod manger or whatever.  Disable XP and damage modifications before disabling the mod to help keep the game engine clean. Only remove mods if you are happy to accept potential conflicts from load order changes in a save game.  


Nexus PC FAQ 

(1) What about an ESL version ? NO, SKK mods will not be published in ESL format because life contains sufficient hassle.

(2) What about MCM ? NO, as 90% of SKK mod users shoot stuff on Xbox.

UPDATE: A full MCM configuration has been created SKK Dynamic Damage Manager - MCM Settings Menu


(3) What is the point of this mod when the excellent Game Configuration Menu does this and more ?  Because mah Xbox, and for PC folks avoiding F4SE dependency.


SKK Combat oriented mods

SKK Combat Stalkers - the hostile spawning solution.
Random Encounter Manager by SKK - amp up or dial down the combat opportunities.
SKK Settlement Attack System - replace base game settlement attacks with something that actually works.
SKK Combat Settlers - manage settlers health, damage and power armor use.
SKK Instant Battleground - when you want to fight, now.
SKK Dynamic Damage manager - tune damage in and out in realtime to find the perfect game balance.
PlayerUndead death recovery by SKK - recover from bleedout death in place or at a workshop.
Unlimited Combat Followers by SKK - recruit disposable meat shields, not waifus.


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If you have read the comprehensive solution description and still need support,
use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8
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