This is a beautiful mod that in my opinion makes the game an entirely different feel from the original. Add in the Hollywood tracers and lasers as well as an accuracy adjustment mod for NPC's and it becomes one of the most satisfying firefights in gaming. That said, can you please release an alternative version of this mod that disables this effect on the player? I love this mod but with one of the latest updates it added the player into the same damage pool system and playing survival and constantly catching a stray institute laser to the chest just to be insta-killed is not the sick vibe I'm going for.
and also how does it work against robots? because i got this installed and some robots and mechs eat 5 full mags in the head and they are still chilling and killing, 1 dmg per bullet.
Brilliant! So if I'm reading this right, I took my "Assault Gas Mask" customizations mod - https://www.nexusmods.com/fallout4/mods/51549 and added the vanilla keyword ArmorTypeHelmet to it, and now it works correctly with your system, yes?
Hey, this is completely unrelated but how do I add keywords to helmets? I'm completely new to modding and am completely lost, help would really be appreciated!
I don't want to clutter up someone else's page, but you want a program called "xEdit" to make simple changes like this. You can get it here on the nexus. Follow its instructions to make it FO4edit and there are many modding Discords you can join that can help you get started.
Wow, for what I read on the post, what an elegant way to solve the "balance" of damage mechanics in this game. Didn't installed yet, but if this works well, best mod ever for sure. One question though, I believe it would be fine, but does this work well with factions overhauls? Like Synth Overhaul - C.A.S.T, Raider Overhaul, Super Mutant Redux, and many others. They all have in common the adding of characters, guns and altering damage of factions. For what I got form your mod, it will work, but I'm not entirely sure
I'm looking in Xedit right now and from what I can tell it does a lot with keywords so as long as those keywords are incorporated into the mod it should work. Even if someone makes different synths they're still synths if the keyword matches up.
So be advised I have run into two cases where I died instantly for no apparent reason, right after installing this mod: MAY NOT BE COMPATIBLE WITH SIM SETTLEMENTS 2, but tbh i can't for the life of me figure out why specifically SS2.
- In the Concord Municipal Access area, behind the new door that SS2 adds for the Well, I went to pick up a mirelurk egg (at full health) and keeled over dead. Still not sure what happened, but it looks like the "burst" of an egg hatching killed me.
- Scripted event in SS2 with the Com Hub explosion: I died. Tried again, ran OUT of the hardware store across the street.... AND I STILL DIED WHEN IT EXPLODED, full health, just keeled over. Finally ran out past the Church, saw the explosion and didn't die.
So it seems like this mod is considering these scripted event "explosions" to be one-shot fatal damage.
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https://www.nexusmods.com/fallout4/mods/51549
and added the vanilla keyword ArmorTypeHelmet to it, and now it works correctly with your system, yes?
MAY NOT BE COMPATIBLE WITH SIM SETTLEMENTS 2, but tbh i can't for the life of me figure out why specifically SS2.
- In the Concord Municipal Access area, behind the new door that SS2 adds for the Well, I went to pick up a mirelurk egg (at full health) and keeled over dead. Still not sure what happened, but it looks like the "burst" of an egg hatching killed me.
- Scripted event in SS2 with the Com Hub explosion: I died. Tried again, ran OUT of the hardware store across the street.... AND I STILL DIED WHEN IT EXPLODED, full health, just keeled over. Finally ran out past the Church, saw the explosion and didn't die.
So it seems like this mod is considering these scripted event "explosions" to be one-shot fatal damage.