If you would like to know what else I am working on, you can follow me on my Twitter. If you want to see more of my mods, you can view all of them on my Nexus profile.
If you would like to see more, you can subscribe to my YouTube channel, or follow me on Twitch, where I play a variety of games and showcase a variety of mods. If you really feel like supporting any of this other work, I have a Patreon, though this is obviously not necessary.
If you want to discuss any of my work, or just want to hang out, you can join my Discord. If you want to directly contact me, my email address is [email protected].
I wouldn't recommend that without a bunch of combat mods to complement this. I mow down 90% of raiders with one burst from my SMG and the rest 10% are happen to wear Metal Armor and just semi-invincible for SMG fire, necessitating a backup sidearm loaded with AP rounds.
FO3 main quests is impossible with their loads of Enclave meat.
I chose another mod that just changes "20% of damage comes through" down to 10%, seems alright. But I totally see how that could be a game changer if you use Power Armor + bunch of combat mods.
What mod does that? I like the idea of changing the stuff this mod changes, but I'd like to do it in a way that complements my setup more and that sounds perfect
Mate, I haven't played FO for a long time, as far as I remember I ended up tweaking some mod myself (with a lot of restarts and test battles in different gear). It's pretty easy since the mod is mostly empty file with one variable that is obviously changes what's advertised. Use xEdit to open .esp mod file, it's almost as easy as .ini file you requested. It's not exactly newbie-friendly MCM slider, but it gets the job done.
This isn't exactly a universal choice, but my general response to this was a game-wide rebalancing where most weapons saw a big buff in damage. If you tweak enough of the weapons that you actually use, eventually you'll find that your weapons are good enough.
Buffing individual weapons is a dubious choice because of snowballing balance issues. The only weapons I buffed were plasma weapons so they would kick like a mule, but I also severely cut rate-of-fire on those things to compensate.
FYI, if anyone's reading this, I used this mod in several TTW palythroughs and had no problem of the sort, specialize in a field or two and get skills that bypass DR/DT if it really is that big a problem. I like my PA to be FO1/2 beefy, it never sat right how god awful it was in the main game (As in how the damage was calculated in vanilla, you would end up taking more damage with PA in most cases), and no other mod gives it the respect it deserves quite like this one.
This mod looks great, it makes fighting tougher enemies a lot more interesting, and when combine with the suggested mods it makes it a lot more understandable that Benny 1 hit you in the opening but also that you survived multiple shots later once you had some head wear.
Doesn't this render Miniguns completely useless? They only do 15 damage max (and that's the Avenger), but this makes it sound like a regular combat armor would block literally every last bit of damage it can dish out. That doesn't sound remotely balanced...
Remember that even standard 5mm ammo negates DT 10, so with the Avenger against a target with 10+ DT, it's as if you're attacking with a 25 dmg weapon, even without bleed-through. That's still 0 dmg against T-51b power armour (DT 25), but with 5mm AP (DT -25, dmg x.95) that becomes equivalent to about 39 dmg before DT per attack, which (barring crits) can take down a 100 hp human in T-51b in 8 rounds, or about 1/4 second. (AP rulez!).
(Fun fact: in real life, a bullet that gets completely through an armoured vest tends to do more damage to the human body, because now it's tumbling and making a bigger hole; though short of that, this isn't a bad simulation of the blunt force trauma from a vest that's been distorted but not pierced)
Use Bleed, Immersive Hit Reaction, Just mods with Bullet time and of course AP ammo (with recipe mod) and miniguns are the most OP weapon of the guns category
Not only does this mod address one of the things I always hated the most about New Vegas' combat, that being the wholly stupid "20% of damage always goes through" thing which made a puny raider with a 9mm somehow able to punch through your Power Armour, but it made playing with BLEED and LocalizedDT/DR (from JIP) somewhat more tolerable by making armour not completely useless. Thanks a lot.
I would like to know if I don't use mod like realistic weapon damage, will this mod make me invincible to an extent when npc do use ammo armor piercing I still don't get damage from it? also is there a way that I could port this threshold system to fallout 3. thanks you.
Playing on hard with BLEED, I became invincible even with medium armor, only missiles and grenades could actually hurt me. Even vanilla is less forgiving.
I use several mods that improve combat mechanics (JSUE, BLEED and Unforgiving Combat) and I must say this mod is absolutely essential in my game. I was not happy with DT Multiplier and DR Adder but THIS works perfectly. Now my PA character no longer needs to sneak like a scout to attack a legion troop... Thank you very much, darthbdaman.
33 comments
If you would like to see more, you can subscribe to my YouTube channel, or follow me on Twitch, where I play a variety of games and showcase a variety of mods. If you really feel like supporting any of this other work, I have a Patreon, though this is obviously not necessary.
If you want to discuss any of my work, or just want to hang out, you can join my Discord. If you want to directly contact me, my email address is [email protected].
Thank you for reading, enjoy!
I mow down 90% of raiders with one burst from my SMG and the rest 10% are happen to wear Metal Armor and just semi-invincible for SMG fire, necessitating a backup sidearm loaded with AP rounds.
FO3 main quests is impossible with their loads of Enclave meat.
I chose another mod that just changes "20% of damage comes through" down to 10%, seems alright.
But I totally see how that could be a game changer if you use Power Armor + bunch of combat mods.
Use xEdit to open .esp mod file, it's almost as easy as .ini file you requested. It's not exactly newbie-friendly MCM slider, but it gets the job done.
I like my PA to be FO1/2 beefy, it never sat right how god awful it was in the main game (As in how the damage was calculated in vanilla, you would end up taking more damage with PA in most cases), and no other mod gives it the respect it deserves quite like this one.
(Fun fact: in real life, a bullet that gets completely through an armoured vest tends to do more damage to the human body, because now it's tumbling and making a bigger hole; though short of that, this isn't a bad simulation of the blunt force trauma from a vest that's been distorted but not pierced)
Thanks a lot.