Fallout 4

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Pendan

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pendannadnep

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9 comments

  1. DKhanno
    DKhanno
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    Think I know the answer, but wanted to ask the creator. 
    What is the order of operations on this?
    Does damage reduction apply before, or after damage resistance?

    Edit:  Also, do things like armor piercing interact with this in any way?
    1. DKhanno
      DKhanno
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      Since the mod author appears to have moved on.
      Have tested this.
      The order of operations is...
      Damage Reduction
      Damage Resistance (other resistances)
      Damage Threshold (if using Damage Threshold Framework in conjunction)

      Armor Penetration does not affect Damage Reduction.
  2. NudeMortals
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    Value *= 1 + _AVIF_Damage_Reduction_Amunt * (-0.01)
    If the last value is changed to (-0.02) will it doubles the 3% Reduction to 6% in the Tougness perk?
    1. pendannadnep
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      I am not actively modding F4 now so can't directly answer question but looks like you have the knowledge to experiment with this your self. I would temporarily modify the Damage Reduction Toughness mod to be a 50% reduction. Then make your proposed change to this mod. See if you become invulnerable.
  3. MadTurin
    MadTurin
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    Is it possible for this framework to display the character's total damage reduction from all sources as a sum percentage? 

    The one thing that I have yet to figure out is exactly how the game's damage reduction calculates. 
    Even the wiki claims both additive and multiplicative, contradicting itself. 

    Which would make it pretty sweet if this framework summed it all up and displayed it for us. 
    If not, the framework and the additional mods are very nice. Thank you and well done! 
  4. deleted72296763
    deleted72296763
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    Thank you. I'm using your Damage Reduction mods (Damage Reduction RootedDamage Reduction Moving Target, and Damage Reduction Toughness) and they're really great. I don't know why Bethesda made these perks as tiny point-based buffs instead of percentage-based. I get it that we're supposed to use chems or alcohol as well as better gear, but from a roleplay perspective what if we don't want to use consumables or forego our current gear? I've always thought that perks should be more powerful because they're inherent to our character, so in theory we should just be able to rely on our perks (skills) and only use consumables and gear as supplements, not the other way around.

    Anyway, your mod makes more sense to me and I'm thankful that you made these. For the longest time I avoided those perks because, like you, I always thought they were weak especially at endgame. Not anymore! Your mods make these perks actually useful now!
  5. almightyk
    almightyk
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    Does this apply to physical damage only, or all incoming damage?
    Can it have separate values for Physical and Energy based damage?
    1. pendannadnep
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      The game field being modified is called "Incoming Weapon Damage". It is funny that I have never tested if this is physical or all kinds of weapon damage.
  6. Ablaze666
    Ablaze666
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    Thanks a lot for this framework.
    I use your other 4 corresponding mods and these small changes makes much sense. Endorsed.