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2gtandknives

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2gtandknives

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19 comments

  1. 2gtandknives
    2gtandknives
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    v1.1 I removed the projectile function because it was not working right and I am too busy to figure out the problem right now. There are a lot of better projectile mods that add cool effects. I use Burst Impact Blast FX.
    v1.2 The weight limit version is archived. This feature is better handled in other mods and should not need a perk-book to achieve this. I'm publishing The Great Backpack Nerf  for this effect.
  2. JJerem
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    feral ghoul headshot damage multiplier is 100x :O i changed it down to 2.5 along with other npc head data. i like the other features of this mod though, espesially the crit out of vats
  3. Frzncore
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    This is amazing....!
    Such small tweaks but just enough to be impactful. I love the cover dmg reduction, the torso dmg.
    Could we get an MCM version possibly? I'd like to be able to increase cover reduction to 25%, I have True Damage, SCOURGE and other mods really making combat require cover greatly.
    oh, and turn off movement changes. Unless that's the no AI download?
  4. cahavathra
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    does this mod support live dismemberment, or do I have to get another mod for that?
  5. Tokamal
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    Will this work with Raw Input or does it need a patch like Immersive Fallout?
    1. 2gtandknives
      2gtandknives
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      Sorry I don't know. I'm not using this mod myself right now, going back to the trifeca of SCOURGE, MAIM, and True Damage.  Also, I always use controller, not mouse, so I really don't know.

      I think it should work. And BTW I think this should work with SCOURGE AND True Damage. 
    2. Tokamal
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      Okay thank you.
  6. yoyoma3010
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    So I can't tell you how to reduce damage to 0 with a sound effect going alongside it, but for an unscripted method, you could do a perk entry for Mod Incoming Damage (its named something similar), and add conditions. Can use GetRandomPercent < 15, you may even be able to condition stuff on the attacker, like GetWornItemKeywords  WeaponTypeMelee, == 0 etc.

    This would require no scripts, and CK conditions are infinitely faster than Papyrus conditions.

    You could, if you wanted, create a scripted magic effect on the player that checks for the OnHitEvent, store their current health, and if the player is hit, but their health remains the same, play a sound effect. I haven't played around with sound effects in scripts, so I'm not entirely sure. OnHitEvent can sometimes be unreliable though, as you may already know.
    1. 2gtandknives
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      The mod reduces damage to 0 with a perk distributed with a book that uses the  GetRandomPercentage method and checking for no movement and crouching. I don't want more conditions on that just for a 15% chance, which is not extremely noticable anyway. A sound effect would make it noticable. I don't consider it to be really successful because without a sound or something else, that 15% is not especially noticeable.

      I don't know how to create scripts. I'm a low-level hack at this.. 
    2. yoyoma3010
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      If you're interested, I could look into writing a script for you. If you're more into learning yourself, I'd look up Greslin's discord or the Collective Modding Discord, because that's where I received assistance to learn scripting.
    3. 2gtandknives
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      I'm way too busy now, and it's generally irresponsible for me to spend so much time modding and playing Fallout. IF I ever learned coding, it will be to make a quest mod, which is what makes FO great IMO.  But please go ahead. I'll upload it or you can take over, put it on your own page.  If nexus allowed joint control I would give you access to this (does it?) but in the mean time if you could improve on this, that would be great.
  7. lexbianrose
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    the "no carry weight changes" version still limits your carry weight, just so you know
    1. 2gtandknives
      2gtandknives
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      Shit. I'll look into it and fix it. I'm going to delete the carry limit version btw. I have a better way to limit weight now.
  8. TehDave
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    Will this work with stuff like Live Dismemberment since it touches locational damage?
    1. 2gtandknives
      2gtandknives
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      I don't know. You can look in xedit to see.
  9. GeneralProcrastination
    GeneralProcrastination
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    I already use HEWIH and 4est's NPC Scaling, but want to use this mod for the Lite Bleed and Death Spiral mostly. So I assume it's safe to just load this above those other mods and let the locational changes and AI edits be overwritten?
    1. 2gtandknives
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      HEWIH is probably completely redundant and so unnecessary but yeah, load after this mod to get those exact changes.

      Load 4est's NPC scaling after this one for more aggressive AI. Load before/ above for slightly less agressive.

      The lite bleed is barely noticeable BTW,
  10. Juqni
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    I believe this mod breaks the vanilla hunting rifle. With the mod enabled the hunting rifle shoots blanks, enemies take no damage when shot at and it doesn't produce any bullet hole decals when shooting at a wall/ground.
    1. 2gtandknives
      2gtandknives
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      I use this mod and the vanilla hunting rifle. I can imagine that the projectiles it introduces have a problem, but it uses the same set up as a lot of other projectile mods. However, I'll remove my bullet impact mods to test this mod and report back. In the meantime, as I wrote in the description, if you want to have good projectile effects, use Burst Impact Blast FX loading after (below) Lite Combat Overhaul. IF you use that and the hunting rifle still does not work, then this is not a projectile problem and has nothing to do with this mod.

      EDIT: So I just checked. I removed Burst Impact Blast FX and saw that no projectile is coming out of "Assault Rifle projectile" I'll make a fix shortly. 

      EDIT2: I'm just going to remove the projectiles feature until I can do this right. There are a lot of other projectile mods that add special effects which make this actually worth while.
  11. Sngll17
    Sngll17
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    Fancy !