Hey guys, I do still update the mod. I take breaks occasionally because of burnout, and such, but I still very much am dedicated to CDO as of the time of this post, even if updates are infrequent. My focus right now is stability and bugfixes, as well as general smoothness, and modularity (configuration settings)
Feel free to leave feedback and message me directly!
For anyone who uses BrendonLeCount's/Imp of The Perverse's Powered Power Armor - this mod already contains a much simpler system that makes Power Armor overheat if used too much. To prevent conflicts, you'll need to open "Critical Damage Overhaul MAIN Settings.ini" in Notepad, and find this line:
PowerArmorCharge=1
Change the 1 to a 0, so that it looks like this:
PowerArmorCharge=0
Now save the file, and you shouldn't have any issues between Powered Power Armor and this mod.
Is there a way to either disable or modify how this mod deals with melee and creature damage in fnve edit or another program? ideally, instead of gettin sunk into the ground by all creatures, id rather only the large ones (determined by single attack damage or something) ragdoll me with their impact, and then have a large damage multiplier if they hit me again in this state (now im just fantasizing about a completely different mod), but I am wondering if there's any way to have this be compatible with the rest of cdo.
also, I'm looking at the armor files and i see plate variants. Are these available anywhere close to goodsprings? to be honest, I havent really looked anywher because I'm re using a save by the miners to test mods.
also also, is bleed supposed to outright kill you in some circumstances? like simulating an aortic hemmorage? because i get shot with a 9mm pistol and first half my health goes away and then the other half spills out in 2 or 3 seconds. this was with a body shot cripple from full health. i definitely don't test your mod with any other damage mods, so could it be that Im using modded armor assets?
Is there anything I can delete/turn off in fnve edit to remove all effects that this mod has on the animations and restrictions around item use? Im assuming that the mandatory slowdown for use is interfering with b42 inject anims.
Not sure if it's conflicting with something in my load order but this mod makes me entirely immune to deathclaws. Same with landmines but only occasionally for some reason.
I figured lol... Any idea what it might be? I'm not very well versed in it but is there maybe a way i could remove any deathclaw damage modifyers that this mods adds using geck or fnvedit or something?
hello. thank you for making this mod. have you made everyone's weight capacity 85, or is it scaled with whatever stat the game would normally use (str or end i assume)? also, is there a way to disable the modifications to creature attacks in fnve edit?
This mod really needs a better description page, maybe even documentation. Might try and do it myself once I have a better grasp on EVERYTHING that it messes with because it really messes with a lot. After looking around in xEdit I decided I needed to toss PerkSawyer (frankly I'm a little nervous about how JSawyer forks themselves will be affected by this, it's... pretty far-reaching)
Perks did kind of get slapped in a lot of areas, but I think overall the experience is better. There are definitely some issues, like the Rad-Away upgrade not being recognized, that linger from when I began the mod. This was very much my intro to mod making. But I think it holds up. Just make sure to do a backup before using in case you do not like it.
FYI, I'm looking through the mod in FNVEdit and noticed that RadAway doesn't have an extra effect for the Free Radical perk like it's supposed to, so I'm pretty sure completing the RadAway challenge just doesn't do anything. For now I've basically restored the extra -10 rads over 10 seconds.
Can the Antimaterial rifle take out PA? And what's a good base dmg value we should set for guns (for mods) to be able to take it out reliably? Thinking all 50cal and large caliber AP rounds should be able to do the trick too.
FYI for anyone installing, somehow B42 Melee Bash is triggering some screen effect through this mod. Whenever I swing a gun my screen flashes red, then goes blurry, then black. Not so if I disable this.
Hey really like your mod. Just have one question, do doctors bags still work. I understand you need to wait a while for limbs to heal but they still show as crippled. So do I still need to need to use the doctors bag before it starts to heal or do limbs just heal on their own by themselves with out the need for the doctors bag? It would be better if the limb showed as no longer crippled but the health portion slowly increases over time just to give the player a visual to keep track of.
797 comments
Comment Updated: 15MAY2022
Hey guys, I do still update the mod. I take breaks occasionally because of burnout, and such, but I still very much am dedicated to CDO as of the time of this post, even if updates are infrequent. My focus right now is stability and bugfixes, as well as general smoothness, and modularity (configuration settings)
Feel free to leave feedback and message me directly!
PowerArmorCharge=1
Change the 1 to a 0, so that it looks like this:
PowerArmorCharge=0
Now save the file, and you shouldn't have any issues between Powered Power Armor and this mod.
also, I'm looking at the armor files and i see plate variants. Are these available anywhere close to goodsprings? to be honest, I havent really looked anywher because I'm re using a save by the miners to test mods.
also also, is bleed supposed to outright kill you in some circumstances? like simulating an aortic hemmorage? because i get shot with a 9mm pistol and first half my health goes away and then the other half spills out in 2 or 3 seconds. this was with a body shot cripple from full health. i definitely don't test your mod with any other damage mods, so could it be that Im using modded armor assets?
Same with landmines but only occasionally for some reason.
I'm not very well versed in it but is there maybe a way i could remove any deathclaw damage modifyers that this mods adds using geck or fnvedit or something?
Damage values set for weapons is projectile based, so don't worry about the value assigned.