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Tartarsauce190

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tartarsauce190

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4 comments

  1. Dan616
    Dan616
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    • 5 kudos
    Why you use armorsmith extended?
  2. Dan616
    Dan616
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    • 5 kudos
    Why you use armorsmith extended?
  3. Why on Earth would you not use Damage Threshold Framework, instead?
    1. tartarsauce190
      tartarsauce190
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      because the mod I'm using as a framework doesn't have any scripts outside of one time in FO4edit
      because to my knowledge  DTF's DT doesn't affect energy type damage, and I like "damage threshold" putting DT before DR/ER and DTF puts DR/ER before DT (DT first means the chance for zero damage is a lot lower and then damage resist calculations are in afterwards) (DT after DR means the bullets are way less likely to penetrate the armour for weaker guns at all and if I wanted that I could just up the DT values in this mod)
      I still like weaker guns being able to hurt the enemy a little bit especially since lower level enemies weapons can still spawn .22 caliber pistols in my mod setup

      I do not use power armour after concord's because I don't like being so high DT I can't be hurt by pipeguns
      and furthermore I can't manually edit the DT in damage threshold framework very well, and if I can then I have to worry about having to go through every single file because the patcher's algorithm is better imo
      my configurating using "damage threshold" and "damage threshold patcher" allows human DT to be 1-13 and creatures to have up to 32, DTF's would enable me to have 32 just like the creatures and I'm not looking for equivalent to the toughest monsters DT levels when enemy guns can spawn that are weak and unupgraded
      the purpose isn't to make ME a total damage sponge, the purpose is to slightly disfavour high rate of fire weak guns somewhat on armoured enemies until you've upgraded and get some power creep in the player lategame
      I enjoy being able to pump 60 .22 cliber 24 damage rounds into a raider power armour while the hunting rifle can take him down in 5-8 shots
      this mod is about options and those optiosn open up lategame, but there's still a slight emphasis on higher power slow firing guns instead of weak damage high ROF guns even lategame
      it's a gun niche and nuance mod not an unkillable god making mod unless you use power armour or are very lategame and having used all the armour upgrades and damage perks, you don't have to be an unkillable god if you don't want to, but you also can be if you do, and a little flat damage reduction gives slow high damage guns a niche without relying on making their damage so high they're one hit wonders