About this mod
relies on the framework from "damage threshold" and "damage threshold patcher", this mod basically gives NPC's and the player 2-32 damage thresh-hold or flat damage reduction
to be used with degenerate dak's damage overhaul and itsyaboybrandyboy's hardcore health overhaul, creative perks (everything)
- Requirements
- Permissions and credits
- Changelogs
Requires Damage Threshold
https://www.nexusmods.com/fallout4/mods/7573
Requires Hardcore Health Overhaul
nexusmods.com/fallout4/mods/68655
Requires Armorsmith extended
https://www.nexusmods.com/fallout4/mods/2228
Recommend Degenerate Dak's Commonwealth weaponry expanded guns, Creative Perks (Everything), and Degenerate Dak's Damage Overhaul
Creative Perks
https://www.nexusmods.com/fallout4/mods/77613
Degenerate Dak Weapon Rebalance (Damage Overhaul) -> check out his profile, click the mods tab just below the top of the page, and the first 2-3 pages are chock full of guns that add niches and nuance to fallout 4
https://www.nexusmods.com/fallout4/mods/28192
Recommend Damage Threshold Patcher
https://www.nexusmods.com/fallout4/mods/10060
current DT range is about 2 to 32 for creatures or about 1-13 for combined human worn armour, I used the DT patcher with a 1 minimum armour for DT, 5 max per armour slot DT, and 0.06 as the multiplier (there's no limit to total armour value on creatures through the patcher), will be making a second file at about 0.10 multiplier in damage threshold patcher which should result in 45-50 DT enemies and about 9-16 max DT for the player
it's based on itsyaboybrandyboy's hardcore health overhaul
for example a deathclaw baseline has 240 HP, 150 Damage Resist, and 11 Damage Threshold
DT is applied before damage or energy resist is calculated so even if a bit of damage goes through the DR/ER will reduce it further just not to 0
part of a Series of 4 mods I've made/ 2 I am going to be making for a well balanced playthrough with a lot of low/medium level/caliber/damage/Rate Of Fire guns and potentially if I can get it to work a % chance to add variable damage to represent lucky piercing strikes (armour reduction on target not extra damage there's enough critical mods out there)
I think I can get it to work as player perks pretty easily but I haven't made it yet, attributing the variable % damage to the gun might be more challenging but the bonus is that NPC's could get these lucky strikes through your armour or absolutely flop on their hits and it wouldn't just be a benefit to the player
minimum DT is 0 or 1 roughly, every piece with 1 damage resist has at least 1 damage threshold, maximum creature DT should be about 32
maximum hp gain per level for NPC's and player is 1 for a max of 350 at level 350 I believe or 250 at level 250
the DT is designed specifically to disfavour low damage high rate of fire weapons because they generally outpace high damage slow fire rate guns unless you make the slow fire guns way too hard hitting, without some flat reduction to damage and the health scaling is designed to keep the game a little bit of an RPG where it takes 3-4 shots to kill regular enemies and about 20-25 shots for lower-medium damage weapons to kill big enemies as you progress through gun nut perk's receiver damage boosts and the weapons perks and their damage boosts
as it's flat damage reduction, things like the hunting rifle or railgun or missile launcher will be vatly favoured over the .38 caliber automatics or .45 or 10mm against heavier opponents, a fully armoured person should have about 8-14 DT so that the weakest gun (.22 caliber) in my playthrough is the only one that MAYBE won't pierce player DT ranking since NPC's damage doesn't increase with perks through the levels and they rarely have upgraded guns
also the health scaling is so that as the damage outpaces DT a bit it still takes about the same time to kill a lower HP enemy with full upgrades at endgame as it does in the b eginning, with the higher baseline HP monsters being slightly easier to kill than before due to the way flat HP scaling works at a mere one HP per level (from 40 shots at 25 damage on a 1000 HP enemy to 13 shots on a 1250 HP enemy at 100 damage) 4X damage from receivers + perks combined
do not take the weapon specific damage perks if you feel it'd be imbalanced in that regard or just take a few of them
furthermore to alleviate worries about reducing the number of shots it takes to kill big enemies, damage resist scales better as a percent against higher damage per shot weapons naturally, so it might take closer to 80 shots to begin and 20-30 lategame to take down a 1000 HP enemy with 500 DamResist (assuming you're doing about 50-60 damage per shot on the target early game and 120-160 lategame and it has 32DT
so there'll be some power creep, but it'll be within decent parameters