******************************************************************************************** If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8 ******************************************************************************************** Update 004 has made player kill credits and EXP awards far more consistent, BUT headshot notifications may suffer in busy spaces with > 50 manged actors. Being invesigated. ********************************************************************************************
I'm having three issues: the first one is that for some reason the exploding head chance is working in reverse (with 100% the heads never explode, but with 0% they always always do). My second problem is than when playing with notifications disabled, with player headshot on I still get a notification if I'm headshot. And my third issue is that I take around two seconds to die after receiving that notification (note that in version 1 this didn't happened). Thanks in advance.
Just wanna ask if there's a chance in the future where you can add the ability to kill power armor enemies without helmets with 1 shot in the head? I love your mods so much :D
I tested it again and it works now. Don't know why it didn't work last time I tested, maybe a conflict with my LO. Thank you so much :D Love your mods o7
Hello again. After further testing I realized that the mod activates only after using the aid item. Just wanna ask if there will be a "plug and play" version that made the mod activate without the need for the aid item?
Thanks for the information :) Just one last question. Is it possible to automatically enable the mod by editing it through FO4Edit? If so, what should I change?
For some reason I’m not getting the aid item for the settings I’m using start me up redux , but I’m still getting all other settings from all of your other mods that I have installed only this one isn’t being added any idea of what I can do to fix it?
Thank you for the reply I’ve been doing some scripting lately and wanted to get my game working smoothly with everything so I will look into seeing if I can get the scripts to give it to me I’ll look at your other scripts and see if I can see why I’m getting the other items I need automatically and not this and maybe I can fix it
Thank you for replying , so upon further testing I found that it wasn’t being added to my inventory because for some reason it doesn’t appear in my game at all perhaps it’s a form thing it’s not even in the chem bench, to test I made a duplicate in xedit and the duplicate appeared so I’m guessing it’s a form thing specific to only an issue for VR I know you don’t play VR and I’m sure I could dig into the scripts and get it working with the new form but I will just modify the head damage through another means by modifying the body part data with a mod that I’m using that has the body part data in it anyway for crippled limbs so I’ll just modify the head damage in there , but just wanted to explain what was happening for the sake of sharing the information.
This mod doesn't work with the VR version of the game as it stands - this is because the FormID numbers in the .esp are below XX000800, which the new CK uses but VR cannot load. An easy fix is just to renumber the FormIDs of the .esp in Xedit from 000800 and then the mod loads, the config appears in the Aid menu and headshots do kill people/things in one shot - although it turns out I am a terrible shot. It still didn't appear in the Chem Lab menu (maybe this only happens if you lose it?) but that isn't a showstopper.
It would be great if the next time you update this mod if you could renumber the FormIDs from 000800 and then it will work in all versions of FO4 including the VR version. I could upload the renumbered version of the .esp as a VR patch with this mod as a requirement if you want me too, but obviously wouldn't do that unless you gave me permission etc. :)
Thanks for your help. I thought you made that MCM setting menu lol.But now when I want it to work on the player character, it always takes about 2 seconds after the head shot notification appears, even if I only keep the player head shot option.
But when it works on NPCs, it works really well, even if I shoot 30 NPCs in a row, so I feel weird.Is this problem possible to be improved on a more powerful computer?
CreationEngine is unlikely to use the power of a more powerful computer. Many game engine systems were optimised for 2015 console hardware and will not use more resources. The ONLY solution is to reduce load, learn more reading:
I just tried running only this mod, using FO4 1.10.163 with 004, 005 version, and 1.10.984 with 006 version, but the problem still exists, is there anything else I can try?
ooh thank you, I forgot the setting explode head chance. but if I change to 0%, is that mean all weapon never can explode the head even using heavy weapon?? or only weapon that has OnHit setting with no dismem/explode that never can explode the head??
oh actually after I change it to 0% chance head explode, the head still explode, I dont know why. But after I disable the headshot, the head not explode anymore, but I dont kill with one headshot anymore. I dont know how to fix this. I dont have any mod that effect the headshot
I already check it and that value is zero, but still the head is explode. I already change OnHit setting to no dismem/explode, and yeah all of body part is fine no dismem/explode, just the head explode when active SKK.
I am become Death, Destroyer of Fools...also immensely amusing when I made NPCs mortal and Garvey was gunned down by raiders at the museum. Very immersive, very happy. <3
Since 500 rounds will kill Kellogg regardless of headshots, sounds like you have installed something naughty that is preventing 500 rounds killing Kellogg.
Serious question. How is a scripted death more efficient than ramping up the headshot damage multiplier? Wouldn't that add to script load especially during fights with a lot of enemies?
84 comments
If you have read the comprehensive solution description and still need support,
use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8
********************************************************************************************
Update 004 has made player kill credits and EXP awards far more consistent, BUT
headshot notifications may suffer in busy spaces with > 50 manged actors.
Being invesigated.
********************************************************************************************
(2) Player is always notified so it doesn't just die and player has no idea what happend.
(3) The message shows for 2 seconds, if the player dies instantly the message can not be shown and player has no idea what happend.
Just wanna ask if there's a chance in the future where you can add the ability to kill power armor enemies without helmets with 1 shot in the head? I love your mods so much :D
You can use a sStartingConsoleCommand BAT file to automatically enable it if you refer to the Console Commands section.
Xedit can not call script functions in the game.
The console can call script functions in the game.
Thanks!
It would be great if the next time you update this mod if you could renumber the FormIDs from 000800 and then it will work in all versions of FO4 including the VR version. I could upload the renumbered version of the .esp as a VR patch with this mod as a requirement if you want me too, but obviously wouldn't do that unless you gave me permission etc. :)
I have no idea about MCM as thats developed by someone else.
Which suggests your running too much stuff.
SKK Script Lag latency detector
SKK Object Counter
[ show SKK_HAAExplodeHeadChance ]
If that value is zero and heads are still exploding then this mod is not triggering it.
Your base weapon can still explode heads if thats a feature of the weapon.
This is not an object hack, its a script which touches nothing else in the game, as described in the description.
Check that the chance is actually being set to zero with the console:
[ show SKK_HAAExplodeHeadChance ]
S.Sgt Gutsy
Since 500 rounds will kill Kellogg regardless of headshots, sounds like you have installed something naughty that is preventing 500 rounds killing Kellogg.
(b) how does that handle essential actors ?
(c) It uses standard actor events so will not generate script lag.