New update Powered Armored enemies can no longer be knocked down unless direct hits with explosive weapons
New update adds Knockdown % based on the WeaponType KYWD (Shotgun, Explosive, Pistol) based on the feedback that shotguns were too effective at knocking, even at range.
Added a conditional so Knockdown only applies when hitting the target's head, torso or legs. This was set as it makes more sense and helps with the shotgun being too strong at knocking with the arms absorbing potential KD%.
Explosives have a 25% chance to knock the big monster races however the actual projectile must hit. The surrounding explosion does not carry the knockdown effect. Grenades unfortunately do not count and will not knockdown.
I couldn't get this mod to work for me for some reason. I could be having interference with another mod maybe. However, his original mod does work for Melee and it has no requirement for other mods. I tried it out at Big John's with a Combat Knife. https://www.nexusmods.com/fallout4/mods/52513 I just tried it with a Ripper. Funny as hell! If you get one with Wounding or Freezing, you've got yourself a party! XD
This doesn't seem to work with melee. I just took down a whole Super Mutant settlement with a combat knife, not a single KD. Tried it on some Raiders as well, not one KD. I used both VATS and no VATS attacks. I'm gonna try and see what happens when I go through Quinsy and maybe GNR Gunner outpost. It seems there may be a problem on my end, the mod isn't working for me. After taking on Poseidon, Quincy, Gunner's Plaza, and Big John's with a variety of weapons (pistol, shotgun, rifle, combat knife) not a single knockdown with anything at all. I did however get this Mod Author's original mod to work for me, used a Combat Knife only though. https://www.nexusmods.com/fallout4/mods/52513
Two things I noticed (in previous version), the Gatorclaws in the Nuka Zoo should probably be excluded like Deathclaws. And automatics in previous update was very overpowered, hope those got nerfed also
Agree with masterhamper here. Deathclaws and similar, as well as giant creatures should be immune to KD, consider a low chance of stagger instead though. Fat Man/Nuka grenade (all types) should probably have a chance to KD (and guarantee stagger at least) even giant creatures.
Tying KD chance to actual damage caused (small to no chance for minor wounds) would be a good implementation too. Having an enemy you hit with a .38 pipegun for barely no damage shouldn't drop as easily as a critical hit from a 50 cal.
Greater chance to KD when hitting legs (bipedal creatures) would be realistic while also adding a deliberate tactical element to the randomness.
Being able to "stun-lock" creatures should be avoided at all cost, so perhaps a cooldown mechanic would be good.
The amount of control is limited since im only using spell effects and conditionals to accomplish to goal. Its like trying to carve a statue with a sledgehammer. Something more fine tuned will most likely require scripts but i'll see what I can do.
I just doublechecked and did some testing and I am unable to knockdown gatorclaws. They shouldnt be knockable due to them also have the Actor Deathclaw KYWD. Are yall sure they are getting knocked down and not simply staggered?
Actually we still know if they're dead or not from EXP bar appearing, unless there's something killed it or your companion finished them. Using HUD that removes EXP bar might help this.
It's a nice addon tho. Like a combination between Critical Hits Outside of VATS, No Weapon Drops on Death and your knockdown mod without any plugins. Thanks!
I too think 10% knockdown chance is overdoing it (is this counted per shotgun pellet or per shot?), so reduced it to 3%. Should be enough to spice up combat a bit without changing it too much.
Nice. Is it possible to implement a small stagger (perhaps even tiny KD) chance affecting the player (and NPC vs NPC)? Something unobtrusive would be a welcome optional companion to this I think.
How do i change the chance for KD? 10% is way too much especially with full auto, can I change it to like 1%? Also it was knocking down deathclaws and swan so.... cool but wayy too easy
ugh so turns out reinstalling deadlier deathclaws just broke this mod as humanoids like gunners and raiders were no longer being KD, reinstalled and again deathclaws and swan are being KD over and over making the fights a cakewalk... might have to uninstall this for now, shame it is really cool mod
To change KD chance, under conditions -> Subject.GetRandomPercent <= 10.00000 (change this number)
The race condition is: Subject.HasKeyword(ActorTypeDeathclaw [KYWD:000317AA]) = 0.000000 AND Subject.HasKeyword(ActorTypeSuperMutantBehemoth [KYWD:0014F6A5]) = 0.000000 AND Subject.HasKeyword(ActorTypeYaoGuai [KYWD:000B3D83]) = 0.000000 AND Subject.HasKeyword(ActorTypeMirelurkQueen [KYWD:00108178]) = 0.000000 AND
0 = false
So if the enemy your fighting has the aforementioned KYWD(s) attached to their Race then they will not be knocked down. Swan is ActorTypeSuperMutantBehemoth so he? should not be knocked down. If you have plugins that for whatever reason remove these KYWDs from their race then they will get Knocked.
Did you attempt to edit the KD perk yourself? Perhaps a condition was removed? I downloaded deadlier deathclaws and all Race records have the proper KYWD. The perk supplied in this plugin is a new record, I cant see how the reverse is happening (humans cant be knocked but behemoths and deathclaws can) outside of editing the perk yourself.
After typing all this up I may just make an alternate copy that checks for true instead of false.
Thanks for the reply, so looking down my mod list i had Ultimate Ragdoll Mod installed and wonder if that was breaking this mod, gonna do more testing today
I'm stumped, i figure one of my other mods must be changing their KYWD, is it scourge? true damage? eco? Feral Ghouls Expansion Pack? I've tried loading at the start of my load order and the end of my load order.
I've not edited this mod in anyway... I just seem to get one of two problems - the first is deathclaws and swan getting knocked down and the second is the mod stops working on everything
it could be Spell Perk Item Distributor mod thats causing issues... it would be painful but i could remove this, true damage and scourge and test on a new save, maybe try better locational damage instead
Just to confirm your using robco patcher and it's working correctly right?
Try this one https://www.nexusmods.com/fallout4/mods/52513 Was the original one I made that edits the sniper02 perk instead of being a new record, doesn't require robco.
50 comments
New update adds Knockdown % based on the WeaponType KYWD (Shotgun, Explosive, Pistol) based on the feedback that shotguns were too effective at knocking, even at range.
Added a conditional so Knockdown only applies when hitting the target's head, torso or legs. This was set as it makes more sense and helps with the shotgun being too strong at knocking with the arms absorbing potential KD%.
Explosives have a 25% chance to knock the big monster races however the actual projectile must hit. The surrounding explosion does not carry the knockdown effect. Grenades unfortunately do not count and will not knockdown.
https://www.nexusmods.com/fallout4/mods/52513
I just tried it with a Ripper. Funny as hell! If you get one with Wounding or Freezing, you've got yourself a party! XD
It seems there may be a problem on my end, the mod isn't working for me. After taking on Poseidon, Quincy, Gunner's Plaza, and Big John's with a variety of weapons (pistol, shotgun, rifle, combat knife) not a single knockdown with anything at all.
I did however get this Mod Author's original mod to work for me, used a Combat Knife only though. https://www.nexusmods.com/fallout4/mods/52513
Two things I noticed (in previous version), the Gatorclaws in the Nuka Zoo should probably be excluded like Deathclaws.
And automatics in previous update was very overpowered, hope those got nerfed also
Tying KD chance to actual damage caused (small to no chance for minor wounds) would be a good implementation too. Having an enemy you hit with a .38 pipegun for barely no damage shouldn't drop as easily as a critical hit from a 50 cal.
Greater chance to KD when hitting legs (bipedal creatures) would be realistic while also adding a deliberate tactical element to the randomness.
Being able to "stun-lock" creatures should be avoided at all cost, so perhaps a cooldown mechanic would be good.
But you do you, the mod is plenty good already!
It's a nice addon tho. Like a combination between Critical Hits Outside of VATS, No Weapon Drops on Death and your knockdown mod without any plugins. Thanks!
Since your mod alters death physics and stops weapons dropping on death, I could tidy up my mod list letting Realistic Ragdoll Force and Weapon Drop Stop (W.D.S) - A save saver go.
Thanks for a cool gameplay mod! :)
The race condition is:
Subject.HasKeyword(ActorTypeDeathclaw [KYWD:000317AA]) = 0.000000 AND
Subject.HasKeyword(ActorTypeSuperMutantBehemoth [KYWD:0014F6A5]) = 0.000000 AND
Subject.HasKeyword(ActorTypeYaoGuai [KYWD:000B3D83]) = 0.000000 AND
Subject.HasKeyword(ActorTypeMirelurkQueen [KYWD:00108178]) = 0.000000 AND
0 = false
So if the enemy your fighting has the aforementioned KYWD(s) attached to their Race then they will not be knocked down. Swan is ActorTypeSuperMutantBehemoth so he? should not be knocked down. If you have plugins that for whatever reason remove these KYWDs from their race then they will get Knocked.
Did you attempt to edit the KD perk yourself? Perhaps a condition was removed? I downloaded deadlier deathclaws and all Race records have the proper KYWD. The perk supplied in this plugin is a new record, I cant see how the reverse is happening (humans cant be knocked but behemoths and deathclaws can) outside of editing the perk yourself.
After typing all this up I may just make an alternate copy that checks for true instead of false.
I've not edited this mod in anyway... I just seem to get one of two problems - the first is deathclaws and swan getting knocked down and the second is the mod stops working on everything
Try this one https://www.nexusmods.com/fallout4/mods/52513
Was the original one I made that edits the sniper02 perk instead of being a new record, doesn't require robco.