The perks being added include load order specific FormID prefixes, which may need to be adjusted based on your load order. This was apparently necessary prior to RobCo Patcher version 2.8, but newer versions don't need the prefixes. Any zeros after that can be ignored as well.
With RobCo Patcher 2.8 or newer, FE000F99 and FE000F9A can be shortened to F99 or F9A and should work regardless of load order.
'filterByFactions' should be 'filterByRaces' in the AllSuperMutantsModule and GiantEnemiesModule files. GiantEnemies files are also applying the opposite reduction: Module35 is applying 50% reduction, and Module50 is applying 35% reduction.
For the Courser file, it's trying to apply the damage reduction through a Levelled NPC list. I think it needs to be done for each NPC record individually.
copy/pasta to replace the entire line: filterByNpcs=Fallout4.esm|BE184,Fallout4.esm|20AEE1,Fallout4.esm|20AEE2,Fallout4.esm|20AEE3,Fallout4.esm|20AEE5,Fallout4.esm|20AEE6,Fallout4.esm|20AEE7,Fallout4.esm|20AEE8:perksToAdd=FORTITUDE.esp|F99
{EDIT: Fallout4.esm|BE184 should be the only one that's necessary for the Courser file because that NPC record is used as a template for the others. scratch that. applying a perk to BE184 through a plugin seems to make the others get that perk, but applying the FORTITUDE perk to only BE184 through RobCo Patcher doesn't add it to the others.}
DISCLAIMER: I haven't actually tested this to see if the actual damage reduction perks work as intended. I'm just going by the FormIDs in the files and plugins for the RobCo Patcher side of things.
The raid boss version of the giants enemies only give then 35% resistance instead of 50% even when reinstalling the whole mod. EDIT : Also, I think the mod got broken by something, but I do not know what. Changing the filterByFactions in the INI into a filterByRaces fixed it.
Does this affect Kellogg? Curious, cause I think he needs the buff as well. Which with his cybernetics I always think it makes sense. Hell we know fallout universe has subdermal armor
It looks like an error on your end, I just checked in xEdit and both of the formID's are within range. FE000F99 and FE000F9A. Maybe try redownloading it?
reinstalled, and yeah loading only this plugin it is indeed FE000F99 but as soon as i load it with all the other mods i have right now it changes to a random formid, i don't know if this is an incompatibility with some other broken mod i have or simply a limitation from esl flagged plugins, i went on to check on fa4edit in the first place cause i have not noticed a difference ingame after installing this mod (i was looking for something to make the super mutants just a bit stronger as they are to easy on my game right now), and btw isn't the Raid Boss version supposed to apply the 50% version of the perk? its also trying to apply the 35% version
I think this is just an issue with your load order. Checking the robco log, fortitude applies the perks properly on my unmodded testing save. I’ll double check that the raid boss version applies the proper perk, thanks for letting me know 👍
Only thing missing imo is adding the same for named mini-bosses and an option for making them legendary. Leaning into the legendary system for the bosses helps set them apart more than just making them tougher/more bullet spongy. Would also help offset one of the drawbacks of Scourge (that has kept me from using it), blandness caused by treating all types/ranks the same.
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With RobCo Patcher 2.8 or newer, FE000F99 and FE000F9A can be shortened to F99 or F9A and should work regardless of load order.
'filterByFactions' should be 'filterByRaces' in the AllSuperMutantsModule and GiantEnemiesModule files.
GiantEnemies files are also applying the opposite reduction: Module35 is applying 50% reduction, and Module50 is applying 35% reduction.
For the Courser file, it's trying to apply the damage reduction through a Levelled NPC list. I think it needs to be done for each NPC record individually.
copy/pasta to replace the entire line:
filterByNpcs=Fallout4.esm|BE184,Fallout4.esm|20AEE1,Fallout4.esm|20AEE2,Fallout4.esm|20AEE3,Fallout4.esm|20AEE5,Fallout4.esm|20AEE6,Fallout4.esm|20AEE7,Fallout4.esm|20AEE8:perksToAdd=FORTITUDE.esp|F99
{EDIT:
Fallout4.esm|BE184 should be the only one that's necessary for the Courser file because that NPC record is used as a template for the others.scratch that. applying a perk to BE184 through a plugin seems to make the others get that perk, but applying the FORTITUDE perk to only BE184 through RobCo Patcher doesn't add it to the others.}for reference:
F99 = 35% damage reduction
F9A = 50% damage reduction
DISCLAIMER: I haven't actually tested this to see if the actual damage reduction perks work as intended. I'm just going by the FormIDs in the files and plugins for the RobCo Patcher side of things.
(misclicked, wanted to "reply"...)
EDIT : Also, I think the mod got broken by something, but I do not know what. Changing the filterByFactions in the INI into a filterByRaces fixed it.
Only thing missing imo is adding the same for named mini-bosses and an option for making them legendary. Leaning into the legendary system for the bosses helps set them apart more than just making them tougher/more bullet spongy. Would also help offset one of the drawbacks of Scourge (that has kept me from using it), blandness caused by treating all types/ranks the same.