******************************************************************************************** If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8 ********************************************************************************************
Hello, Your mod is amazing so thank you for make it. Could you please also add a health player reducer? If the damage received multiplier isn't enough then having lower health will fix that. I'm lvl 200 and I can drink my coffee while enemy's are chipping at my life even after I set the DMG to 800. My mistake was to use a quick EXP MOD so I reached lvl 200 to quick and I got bored. I focused mostly to build settlements. Now trying to play the quests is no fun anymore and your mode saved me. Thank you!!! But even when I am naked with 2000HP to have 800 DMG taken is still not enough. Is way better but not enough for my play. I appreciate your time and thank you for amazing work done and the support you gave to the community.
Hello, this mod is a marvel that I have been using for 2 years.I would like to ask you a question, is this mod compatible with MAIM, Scourge and True Damage?I use Scourge to prevent enemies from being bullet sponges and additionally I use True Damage as the author of Scourge suggests it, but I like the functions of this mod as the outgoing and incoming damage percentage meters is something very cool. So I don't know if all these mods are compatible.I hope you can see this comment, thanks
It should work with anything as the damage modifiers are multiplications just like the normal weapon perks:
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.
But I have stopped looking at anyone elses mods to protect my own sanity, they may or maynot do nonstandard or totally insane things to the game. Best to ask THEM if simple damage in/out multiplications are a problem.
Can I use this mod to kill Preston in the same way as your Preston is kill able mod? By that I mean will it shutdown all the minuteman quests etc? Or should I use that mod if I want to get rid of the minuteman stuff?
This looks like it will be my “must-have” mod for controlling levelling speed and damage given / taken. Game Configuration Menu looks similar but more difficult to configure. A few questions though :
1. If I choose Survival difficulty but then use this mod to change XP gain, damage etc. I will still get to deal with “Hardcore needs” (hunger, thirst etc.), is that correct ? Similarly, I will still get the slower healing and the highest Legendary Spawns chance of Survival difficulty ? I think somebody asked a similar question below but I want to make sure I understand how this mod works in relation to your chosen difficulty level. XP gain and damage dealt / taken percentages are all relative to Normal difficulty level, I get that. So, if I choose Survival difficulty and then set your Modify Experience setting to 100% I will level up half as quickly as in Survival difficulty (which is 200%).
2. I see that the MCM for this mod has sliders. Does that mean I can set whatever values I like (e.g. Outgoing damage 288%) ? The holotape method seems to offer much more limited control.
3. Regarding the Uncapped weapon damage setting : will the resulting increases in weapon damage roughly scale with enemy health increase ? In other words, will the game become gradually easier, harder, or will it reach a plateau and stop changing ?
Anyway, sorry for the annoying questions and thanks for a great mod :)
(1) it makes zero changes to survival. All it does is multiplies damage and experience.
(2) No idea I did not make or use the MCM thing because I dont use F4SE.
(3) No, enemy health scaling is all over the place in the base game, so there is no sensible way to answer that.
Sounds like your looking for predictable certainty on stats, values and outcomes that the game wil simply not deliver unless you select a mod that hadcodes stuff for predictability. I have yet to see one that actually works.
Okay, I can just test the MCM myself, it wasn’t really a necessary question, sorry. Your answer to my first question was the one I was hoping for. Regarding the last question : clearly uncapping weapon damage is going to improve the “bullet sponge” problem somewhat, I just have no idea by how much. I don’t really need exact numbers, just maybe an idea but no problem and thank you for the very quick answer.
Hi first ty for the amazing mods (I use almost all of them hehe). I want to use this for the "uncapped weapon damage" feature. If I installs and activate this now (I'm lvl 92 and have lvl 5 weapon perk) will this apply the bonus related to 92 lvls * 2%+- = 184% damage increase or just after the the req of said perk being the diference between the requeriment and my level ex: lvl 42 req for lvl 5 so I'm lvl 92 it's 50 * 2%+- = 100% damage increase.
Is it easy to adjust the increment to half the value? as I think even 2% per lvl is a bit too much. (if it's not easy I can always slow down the levelling process though)
EDIT: I'm dumb. I just saw on the screenshot that is per lvl OVER 49 (requeriment etc) so it's all good :) I'll leave this msg so if anyone else have the similar question can see. TY again
I want to use this mod to alter damage percentages but I'm already running a mod that alters my grenades damage and would like to not have grenade percentages altered further. Given that there is mention of "only grenades damage" in the MCM menu, Id assume the opposite is possible and changes to damage can be applied but not affect specifically grenades. Is there a line(s) in the script I can add/edit/remove to have this mod NOT alter preexisting grenade damage percentages?
Disable damage management in the holotape (I have not validated external MCM controls) then xEdit SKK_DDMDamageInAllAVPerk to remove the effect associated with Entry Point Mod Incoming Explosion Damage.
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.
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.
125 comments
If you have read the comprehensive solution description and still need support,
use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8
********************************************************************************************
Your mod is amazing so thank you for make it. Could you please also add a health player reducer? If the damage received multiplier isn't enough then having lower health will fix that. I'm lvl 200 and I can drink my coffee while enemy's are chipping at my life even after I set the DMG to 800.
My mistake was to use a quick EXP MOD so I reached lvl 200 to quick and I got bored. I focused mostly to build settlements. Now trying to play the quests is no fun anymore and your mode saved me. Thank you!!! But even when I am naked with 2000HP to have 800 DMG taken is still not enough. Is way better but not enough for my play. I appreciate your time and thank you for amazing work done and the support you gave to the community.
Happy new year!!!!
Wish you the best!!
There are probably mods that set player health from a menu, no need to duplicate.
But I have stopped looking at anyone elses mods to protect my own sanity, they may or maynot do nonstandard or totally insane things to the game. Best to ask THEM if simple damage in/out multiplications are a problem.
Or use the console [ help ] function to get the formid then [ player.additem ] if you know how.
1. If I choose Survival difficulty but then use this mod to change XP gain, damage etc. I will still get to deal with “Hardcore needs” (hunger, thirst etc.), is that correct ? Similarly, I will still get the slower healing and the highest Legendary Spawns chance of Survival difficulty ? I think somebody asked a similar question below but I want to make sure I understand how this mod works in relation to your chosen difficulty level. XP gain and damage dealt / taken percentages are all relative to Normal difficulty level, I get that. So, if I choose Survival difficulty and then set your Modify Experience setting to 100% I will level up half as quickly as in Survival difficulty (which is 200%).
2. I see that the MCM for this mod has sliders. Does that mean I can set whatever values I like (e.g. Outgoing damage 288%) ? The holotape method seems to offer much more limited control.
3. Regarding the Uncapped weapon damage setting : will the resulting increases in weapon damage roughly scale with enemy health increase ? In other words, will the game become gradually easier, harder, or will it reach a plateau and stop changing ?
Anyway, sorry for the annoying questions and thanks for a great mod :)
(2) No idea I did not make or use the MCM thing because I dont use F4SE.
(3) No, enemy health scaling is all over the place in the base game, so there is no sensible way to answer that.
Sounds like your looking for predictable certainty on stats, values and outcomes that the game wil simply not deliver unless you select a mod that hadcodes stuff for predictability. I have yet to see one that actually works.
Is it easy to adjust the increment to half the value? as I think even 2% per lvl is a bit too much. (if it's not easy I can always slow down the levelling process though)
EDIT: I'm dumb. I just saw on the screenshot that is per lvl OVER 49 (requeriment etc) so it's all good :) I'll leave this msg so if anyone else have the similar question can see. TY again
Or r u supposing some kind of ordered calculation? I kinda get curious too.