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  1. SKKmods
    SKKmods
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    ********************************************************************************************
    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. tsuktsva
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    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.
    1. SKKmods
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      (1) Exploding heads is actually chance none (0 = always, 100 = never), need to update the documentation.

      (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.
    2. tsuktsva
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      Okay, thanks!
  3. francescogarcia276
    francescogarcia276
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    Hello SKK :)

    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
    1. SKKmods
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      That should happen anyway, well it does here. As long as the armor is penetrated and the headpart has less than 1000 health.
    2. francescogarcia276
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      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
    3. francescogarcia276
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      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? 
    4. SKKmods
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      All SKK mods start with dynamic functions not enabled by design.

      You can use a sStartingConsoleCommand BAT file to automatically enable it if you refer to the Console Commands section.
    5. francescogarcia276
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      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?
    6. SKKmods
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      The console command section is mostly script functions to switch system states.

      Xedit can not call script functions in the game. 

      The console can call script functions in the game.
    7. francescogarcia276
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      Thank you very much for the info :D
  4. IRaibuTraps69
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    Cleaning out Raider bases and watching NPCs fight with this mod is pure bliss.
    Thanks!
  5. killemloud
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    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? 
    1. SKKmods
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      Configure and start headshotability with the [ .SKK Headshot any actor ] aid menu item given to the player after vault exit (craft spare at chemlab). 
    2. killemloud
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      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
    3. killemloud
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      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. 
    4. bongodoctor
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      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. :)
  6. KANEKIKANKEKI
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    Is it compatible with the latest version of FO4? I could find it in MCM and tweak the Settings options, but it didn't work in my game at all
    1. SKKmods
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      The mod works totally fine with the aid item menu.

      I have no idea about MCM as thats developed by someone else.
    2. KANEKIKANKEKI
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      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.
    3. SKKmods
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      That is how long your system takes to generate events or process Papyrus functions. 

      Which suggests your running too much stuff.
    4. KANEKIKANKEKI
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      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?
    5. SKKmods
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      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:

      SKK Script Lag latency detector

      SKK Object Counter
    6. KANEKIKANKEKI
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      I see, thank you so much
    7. KANEKIKANKEKI
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      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?
    8. KANEKIKANKEKI
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      I just tried version 001 of your mod, with MCM settings Menu, game version 1.10.163, The way I used it two years ago, and It's running great now 
  7. QuantumQuill
    QuantumQuill
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    good mod.
  8. rangs10
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    can you remove exploding head?? I change some weapon OnHit to no dismem/explode but the head still explode when using this mod
    1. SKKmods
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      Check that the chance is actually being se to zero with the console:

      [ show SKK_HAAExplodeHeadChance ] 

      If that value is zero and heads are still exploding then this mod is not triggering it.
    2. rangs10
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      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??
    3. SKKmods
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      Setting zero means that the headshot script will never trigger a head explode. 

      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.
    4. rangs10
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      ah i see, thank you so much
    5. rangs10
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      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
    6. SKKmods
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      To repeat my previous suggestion which you have so far ignored:

      Check that the chance is actually being set to zero with the console:

      [ show SKK_HAAExplodeHeadChance ] 
    7. rangs10
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      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. 
  9. babblecat3000
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    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
    1. SKKmods
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      "Kill them all, let God sort them out."
      S.Sgt Gutsy
  10. jmagodude
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    Mod doesn't work. Still emptying 500 rounds into Kelloggs head and he wont die at rank 110 Survival mode. 
    1. SKKmods
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      Just tried it in a clean game, works perfectly.

      Since 500 rounds will kill Kellogg regardless of headshots, sounds like you have installed something naughty that is preventing 500 rounds killing Kellogg.
  11. dbs156
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    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?
    1. SKKmods
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      (a) where do you set the headshot damage mult ?

      (b) how does that handle essential actors ?

      (c) It uses standard actor events so will not generate script lag.
    2. dbs156
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      Cool cool. Thanks for the response!