I have a question about the new damage resist types. With DR, does that now only apply to normal guns and melee weapons while the other resistances are handled separately? Or will the other resistances like Plasma and Laser stack on top of DR?
With the other resist types, DR is negated by multiplying DR to 0, after that negation the new resist types are applies. You can find information about this when looking at the energy weapons ammo.
The problem that I see here is that DR and DT are often higher, sometimes considerably higher, than all the other resistances. In other words, you're tipping the balance further in favor of guns. This is an issue that I had with the classics, where despite lasers being available only in the late game, most of the gear and enemies you found at that point were extremely resistant to lasers. In NV, lasers are available pretty much from the beginning, but they are also weaker than they were in the classics, leading to a situation where a 19th century shotgun is going to severely outperform a laser rifle. This, I suppose, it's fine for someone who likes guns (if they can ignore the fact that it doesn't make any sense) but not for me personally.
I have noticed a few issues. For me this mod removed, or heavily nerfed Critical Damages, which were fine again after removing the mod.
I really love the ressistance buffs, but it would be nice if you most other options were off by default, since they have unforeseen big changes. For example: Anti-Air Robot-Restricted and MFC-Laser Mines
Setting Accuracy to 0 without removing MFC-Granades from that list turns them into a random super laser.?
I replied late reply, sorry about that. I don't think it would be fully compatible. My description was not very descriptive, the purpose of this mod is to work with mods that add new locations, armors, weapons, creature, etc. The one thing that this mod might have problems with are other overhaul mods because this mod reads over the game data. I'll see what I can do with BLEED but it might take a while.
Works as intented, I haven´t noticed any issues so far. Amount of resistances and DT, DR to armors is well ballanced , exactly for my taste. Good old Fallouts :) BIG PLUS of your mod is that is quite universal, even for added armors / or replacers ( which was your point ). I only wonder why you don´t have more endorsements! GOOD JOB!
The Tesla Metal Armor, it should work with that. The mod runs a script in the main menu, once every start up, where it adds all the armor in the player's load order to a list then edits the items in that list.
idk if it's intentional but while leather armors only got the 10 las resistance ,clothes like wasteland wandere got a full pletora of effects resistance that equal some of the best gear available. also is it possible to make the list of defences less invasive?
I'm going to look into this, I remember having problems with this when installing mods that add new armors to the game while using object effects from clothing. The script works by checking Damage Threshold Values in the armor list.
I'm adding an override for user's who are having problems with clothing having high DRs. The override has a problem where it flattens skill bonus to armor. This is because it replaces the armor's object effect with a new one instead of adding the DR values. This should be available in the next update
Currently there is a bug where the Creatures Hitpoints are not being properly added. My guess is that it has something to do with SetObjectHealth. The bug is currently effecting supermutants by making there HP very high. I'm working out a solution but currently I'm going to disable the Health edits for Creatures. NPCs should be fine.
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Does its script run only once on loading or does it keep running in the background throughout a whole gaming session?
For me this mod removed, or heavily nerfed Critical Damages, which were fine again after removing the mod.
I really love the ressistance buffs, but it would be nice if you most other options were off by default, since they have unforeseen big changes.
For example: Anti-Air Robot-Restricted and MFC-Laser Mines
Setting Accuracy to 0 without removing MFC-Granades from that list turns them into a random super laser.?
I don't think it would be fully compatible. My description was not very descriptive, the purpose of this mod is to work with mods that add new locations, armors, weapons, creature, etc. The one thing that this mod might have problems with are other overhaul mods because this mod reads over the game data. I'll see what I can do with BLEED but it might take a while.
Works as intented, I haven´t noticed any issues so far. Amount of resistances and DT, DR to armors is well ballanced , exactly for my taste.
Good old Fallouts :)
BIG PLUS of your mod is that is quite universal, even for added armors / or replacers ( which was your point ).
I only wonder why you don´t have more endorsements!
GOOD JOB!
also is it possible to make the list of defences less invasive?
i mean the LAS PLS PSN... list under every armor