Community Fixes Merged contains a fix for this. It sets damage value to 5. So you do not need to install this mod if you have Community Fixes Merged, or if you want another damage value.
could the ESPs of this mod be flagged as ESL please ? I've done it for myself, but that way everyone downloading your mod would profit. Thank you for your consideration and sharing your mod with us.
If this could PLEASE apply to Dogmeat as well it would fix one of the most annoying crap pieces of script tragedy, his bumping into cars and entering bleedout if you happen to have Lootable Cars. Basically, he's suffering from the same bug when he looks for items.
The most recent one, level damage 1, should also apply to dogmeat if he is suffering same physics bug. If it doesnt stop him from dying let me know, I can make one where damage is zero. But at 1 it pretty much eliminates any death from physics.
It's only happened to me a few times. From what I remember, a Deathclaw threw me a car. Insta death. Maybe 2X or 3X this happened in my entire career. Also 2X-3X just scratched a car (while sneaking or just bump into one), and the car jumped and killed me. The other is that I think I jumped on the car (I don't know which part anymore) and the car jumped up and killed me. So this thing/bug was never really dangerous for me, but it happened. But I'd rather try this mod to see if it saves me from the possibility of this horrible death.
yes, brought in both files that affect physics damage (value and weight), only changed value of damage, ie one of them, left they other in case wanted to experiment with, without having to go look for it again. It doesnt cause any issues to have an unchanged file, in fact cant cause any issues since unchanged.
Would it be possible to add an entirely new record specific to thrown cars/boulders with its own damage separate from the literal collision damage of touching cars while running? That way you could just disable the damage all together without making the enemies weaker.
I just read your other reply, I guess doing all that extra work is unnecessary.
This mod sounds exactly what is needed. Got a question tho. What else does collision damage affect? Will it change fall damage or rocks thrown by behemoths?
That is actually an excellent fukkin question... although I googled like Wildebeest in heat, I couldn't find any documentation on what fPhysicsDamage3Damage (the game setting this mod changes) actually affects in game. I will say however, that on the CK wiki that Skyrim has this setting and it's default is 10.
The games base setting is 100. So I'm willing to bet it was merely a typo and it's supposed to be 10.
I've been using this mod (at least, the old version) for a while, and I can assure you fall damage doesn't seem to be affected, but now I need to test it with behemoths and deathclaws. Remember, deathclaws can throw cars at you. Good catch.
If you step on something like piece of floor that can move, it will no longer kill you. Bumping into moveable objects like cars, no longer kills you. I had a test save just before deathclaw threw car at me and depends on how it hit you... if it pinned or landed on you, still death, if hit you without knocking you down then just damage. Im pretty sure the 100 damage is an error, or was only appropriate for 1 scenario but used for multiple. But most likely just typo as MrBaloneyPony states.
It happened to while sneaking by the car at the Quincy Redrocket. I just bumped it and started bouncing and killed me. It has only happened with cars not burned/blown up for me. Once blown up, the have been safe.
Well, I made some years ago a test on exploded cars... An die. In detail, using car outside Starlight Driver Cinema, facing Drumlin Dinner. So, for me, blown car are still dangerous.
Go on, make a test...
Peace... And, thank`s God for this patch.
EDITED: also are dangerous the two dried cows corpses on Taffington Boathouse: one killed me, and another hurts Dogmeat.
Sounds like you have something odd in your game set up. The game has been updated a few times since this mod came about. I've never had problems with dead cows. Now the blood bugs are a different story. Even now blown up/burned or gutted cars are not a problem for me. Be wary though, some hot/dangerous cars may look burned /blown up. I just shoot any suspicious looking cars/stuff at safe distance.
49 comments
could the ESPs of this mod be flagged as ESL please ? I've done it for myself, but that way everyone downloading your mod would profit.
Thank you for your consideration and sharing your mod with us.
car B : 0
car A : Oh, it's so sad , why ?!
car B : because the goddamm CarPhysicsDeathBugfix.esp
Is that intentional?
Would it be possible to add an entirely new record specific to thrown cars/boulders with its own damage separate from the literal collision damage of touching cars while running? That way you could just disable the damage all together without making the enemies weaker.
I just read your other reply, I guess doing all that extra work is unnecessary.
The games base setting is 100. So I'm willing to bet it was merely a typo and it's supposed to be 10.
I've been using this mod (at least, the old version) for a while, and I can assure you fall damage doesn't seem to be affected, but now I need to test it with behemoths and deathclaws. Remember, deathclaws can throw cars at you. Good catch.
Bumping into moveable objects like cars, no longer kills you.
I had a test save just before deathclaw threw car at me and depends on how it hit you... if it pinned or landed on you, still death, if hit you without knocking you down then just damage.
Im pretty sure the 100 damage is an error, or was only appropriate for 1 scenario but used for multiple. But most likely just typo as MrBaloneyPony states.
So, for me, blown car are still dangerous.
Go on, make a test...
Peace... And, thank`s God for this patch.
EDITED: also are dangerous the two dried cows corpses on Taffington Boathouse: one killed me, and another hurts Dogmeat.
Why?...