This version removes the iMess settings that were changed so they'll go back to normal, but removes the quest stage from the perk. This should come up with the same effect, but not alter anything else in the game.
On the main file, I changed the iMessExplosion settings, which are looked at by the Perk's 'quest'. Because messing with quests and stuff can be problematic in other ways.
In the Test file, I left the iMessExplosion settings alone and removed the quest from the perk. This was just a potential 'just in case' because the way a comment was worded on here made me wonder if they were experiencing something I wasn't.
Personally, I recommend the main file. Since I play with it and I haven't had any problems with it. -IF- you notice that heads are not exploding or something, then you can use the test file and see if that clears the problem.
Came back after a long break from the game. The mod should be working as intended now (with the 20% being the total amount instead of an additional 20%).
As for those wondering if I'll put it on for consoles... Uh, maybe? I have no idea where to begin with that, but I suppose that I can look into it. It's a simple mod, and so far nothing has altered Bloody Mess as a perk like some of the other perks have been, so there should be no conflicts with any of the patches or DLCs.
I downloaded the main files but enemies are still getting gibbed. What should I do? It's getting really annoying seeing everything I shoot blow up to bits by a 10mm pistol.
Thanks man! Here in Belarus ive got no means to thank you with a couple of bucks :-( This mod is what makes Fallout experience more believeable to my eyes
I can confirm that the 4th rank adds 20% damage on top of the previous 15% from the 3rd rank. For example, my sniper rifle goes : - Rank 0 : 226 - Rank 1 : 237 (226 +5%) - Rank 2 : 249 (226 +10%) - Rank 3 : 260 (226 +15%) - Rank 4 : 312 (260 +20%) Instead of - Rank 4 : 271 (226 +20%)
In vanilla, rank 3 and 4 are cumulative : damage bonus from rank 3 + effect from rank 4. But in your mod, rank 4 is supposed to override rank 3 so you need to add a condition in BloodyMessPerk03 that cancels its effect when you get Perk04. (Just like Perk01 and 02)
I edited your test esp, I can send it to you if you wish.
What I believe the mod is doing is that it's taking the 20% damage increase from the new damage value, and not from the weapon's base damage value. Basically what you wrote, but easier to understand.
Hi! Do you think you could upload this mod on bethesda.net for Xbox and Playstation users? This mod would be great and it seems you're the only one who has made it. It would be so appreciated, hope to hear from you!
I don't have the Fo4 edit knowledge to do this yet. Once the GECK is out, it should be as easier to do. I haven't found a 'goo' or 'disintegrate' setting in the game settings or an actual value in the weapons. Though there are a lot of 'Unknowns' on the weapons and such right now.
"Yes, seriously, what would be nice is if it burned a hole rather than gooify the individual." Oh yeah and buff the damage! in this case i sure sometimes would use those weapons! its just not realistic enough to use in my opinion... why dont you write a request in the forum? i think it would be great!
Hello! Love that you made this mod. Not sure if you're still active here, but what is this "quest" portion attached to this perk? I've searched everywhere for an explanation. Thank you for your time, or anyone's time in answering this question!
Some perks use 'quest stages' for their activation, rather than just modify basic stats. Like the Mysterious Stranger perk, when you take it, you are actually put into a 'quest stage' that has him activate every so often rather than just having a stat that says 'Mysterious Stranger Chance' or something like that.
It's not an actual quest that you can find in game or anything. It's just a 'flag' in the system that lets the game know you've activated the perk and that it should track and allow you to use the explosions from it, while the damage is just a straight stat modifier.
32 comments
No Mess.esp (Test)
This version removes the iMess settings that were changed so they'll go back to normal, but removes the quest stage from the perk. This should come up with the same effect, but not alter anything else in the game.
Cause this mod addresses the issue i have with bloody mess and would like to use it.
On the main file, I changed the iMessExplosion settings, which are looked at by the Perk's 'quest'. Because messing with quests and stuff can be problematic in other ways.
In the Test file, I left the iMessExplosion settings alone and removed the quest from the perk. This was just a potential 'just in case' because the way a comment was worded on here made me wonder if they were experiencing something I wasn't.
Personally, I recommend the main file. Since I play with it and I haven't had any problems with it. -IF- you notice that heads are not exploding or something, then you can use the test file and see if that clears the problem.
As for those wondering if I'll put it on for consoles... Uh, maybe? I have no idea where to begin with that, but I suppose that I can look into it. It's a simple mod, and so far nothing has altered Bloody Mess as a perk like some of the other perks have been, so there should be no conflicts with any of the patches or DLCs.
Here in Belarus ive got no means to thank you with a couple of bucks :-(
This mod is what makes Fallout experience more believeable to my eyes
For example, my sniper rifle goes :
- Rank 0 : 226
- Rank 1 : 237 (226 +5%)
- Rank 2 : 249 (226 +10%)
- Rank 3 : 260 (226 +15%)
- Rank 4 : 312 (260 +20%)
Instead of
- Rank 4 : 271 (226 +20%)
In vanilla, rank 3 and 4 are cumulative : damage bonus from rank 3 + effect from rank 4.
But in your mod, rank 4 is supposed to override rank 3 so you need to add a condition in BloodyMessPerk03 that cancels its effect when you get Perk04.
(Just like Perk01 and 02)
I edited your test esp, I can send it to you if you wish.
Edit : Screenshot of what is missing here.
Also the Creation Kit is available, bethesda.net launcher has the software.
Would you consider making a similar mod (or combo) to stop disintegration/goo from lasers and plasma?
Thanks
Oh yeah and buff the damage! in this case i sure sometimes would use those weapons! its just not realistic enough to use in my opinion...
why dont you write a request in the forum? i think it would be great!
It's not an actual quest that you can find in game or anything. It's just a 'flag' in the system that lets the game know you've activated the perk and that it should track and allow you to use the explosions from it, while the damage is just a straight stat modifier.