******************************************************************************************** If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8 ********************************************************************************************
Isn't it obvious that the two would conflict? Not problematic but one would simply override the other by load order, I think. Or r u supposing some kind of ordered calculation? I kinda get curious too.
The lever action 45-70 rifle and the .44 magnum revolver are among some of the most powerful guns in the world, yet this game makes them look so weak. I'm glad this mod allows us to correct that issue.
Love the mod. You get to set up your own personal preference on damage balance and tweak it as necessary as you go along.
i am playing on normal with 2x outgoing damage and 4x incoming damage. Kills are easier, but satisfying and rewarding. Perk choices matter more for combat efficacy. And I end up punished for attempting to take mobs head on or for getting caught out. I can't just run in and pop stims like candy in the middle of combat even on normal as incoming damage hits faster than healing. Only bullet sponges that remain are enemies in power armor as they should be, in my opinion.
Just for clarification, if I set my game to hard difficulty (putting me at 75% of the normal settings outgoing damage), and have my outgoing damage using this mod set at 100%, then I should see damage numbers that are lower than the normal damage settings number in my pipboy. Specifically 25% less. Is this correct?
No you are setting values relative to a Normal game irrespective of the actual difficulty you are running.
The pipboy will report the actual damage you will be dealing (before armor and DR) which will be 100% of a normal game, that is 25% higher than hard difficulty.
Basically forget/ignore the game difficulty setting. Using this its all relative to a normal game for simplicity.
Ahhh, so if I want to use Hard difficulty for the bump up in legendary spawns, but have my damage be "normal difficulty" damage and the enemies damage to be "very hard" difficulty damage, then I just use hard difficulty and set outgoing damage with this mod to 100% and incoming damage to 200%. Is this correct?
Sorry for asking this but about the damage modification, it actually changes the final damage without the need to calculate? So, for example, if I wanted to set player outcoming damage from 0.5x1.5 =0.75 to 2.x1.5=3 I just need to change to 300% in the global settings?
Just to say thank-you for this mod. Being able to adjust XP gain - combined with slower levelling mod - has allowed me to have mass swarms of foes without hitting level 15 by the time concord is cleared.
I've been using this for a good while. I unleveled my game and edited all health values to avoid bullet sponges, then set with this xp gain at 0, I am lvl 12 and stay lvl 12, a few perks and that's it, game always a challenge.
Edited Combat stalker following related article to spawn high tier enemies even at lvl 12. Works fine.
I edited weapons damage values manually beacuse all damage editing mods, including this one, just edit "player to mob" or "mob to player" damage, and not "mob to mob", which keeps the default values. Then I used the SKK editor to "tune up" the damages through trial and error (so, shot a naked guy single shot in chest, check health in console, tune damage) untill player and mob damage is just the same. Then edited armor entries for balance. And that's it.
I love skk mods because are very simple, and help you to customize the game to your "needs", with a few hours of work on your side.
Well done.
***cherry on the cake, make settlements, then disband them with skk utility, just like there are random settlements where you can feed, buy stuff...but you do not "own" them ;P
was just wondering, would this mod conflict with other mods that alter incoming/outgoing dmg, or could i simply avoid using the ones from this mod and be fine? I really REALLY need this mod for the xp modifiers, but the dmg ones scared me a little :P
btw, thank you so much for the downright essential mods over the years
edit: after a few hours playing and tweaking the settings i can say this mod is terrific. does what it says on the tin, no bugs or anything so far. well done, mate.
Its just a copy of the standard bloodymess perk animation, adding perks with animations is 100% standard operation. Sounds like an issue with whatever VAF is.
102 comments
If you have read the comprehensive solution description and still need support,
use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8
********************************************************************************************
Or r u supposing some kind of ordered calculation? I kinda get curious too.
i am playing on normal with 2x outgoing damage and 4x incoming damage. Kills are easier, but satisfying and rewarding. Perk choices matter more for combat efficacy. And I end up punished for attempting to take mobs head on or for getting caught out. I can't just run in and pop stims like candy in the middle of combat even on normal as incoming damage hits faster than healing. Only bullet sponges that remain are enemies in power armor as they should be, in my opinion.
When that gets stale dial down your outgoing damage and add headshots kill any actor for aim training.
The pipboy will report the actual damage you will be dealing (before armor and DR) which will be 100% of a normal game, that is 25% higher than hard difficulty.
Basically forget/ignore the game difficulty setting. Using this its all relative to a normal game for simplicity.
The description contains the only way I know to describe how very simple this is.
You set the actual % damage you want in your game compared to a normal game.
Thats it thats all there is no more.
Edited Combat stalker following related article to spawn high tier enemies even at lvl 12. Works fine.
I edited weapons damage values manually beacuse all damage editing mods, including this one, just edit "player to mob" or "mob to player" damage, and not "mob to mob", which keeps the default values. Then I used the SKK editor to "tune up" the damages through trial and error (so, shot a naked guy single shot in chest, check health in console, tune damage) untill player and mob damage is just the same. Then edited armor entries for balance. And that's it.
I love skk mods because are very simple, and help you to customize the game to your "needs", with a few hours of work on your side.
Well done.
***cherry on the cake, make settlements, then disband them with skk utility, just like there are random settlements where you can feed, buy stuff...but you do not "own" them ;P
btw, thank you so much for the downright essential mods over the years
The various modifier perks are only applied to the player if they are specifically enabled.
This is high quality script engineering dynamically switching settings, not some conflict ridden static xEdit hack.
And thanks so much for the quick reply.
edit: after a few hours playing and tweaking the settings i can say this mod is terrific. does what it says on the tin, no bugs or anything so far. well done, mate.