I think Grey Matters perk counter acts the damage bonus to the head among with countless DR/DT perks. There are even great Light armor Variants in TTW like the Composite Recon Armor and Vault Security Armor MK II.
If anything needed a FIX its probably the Superior Defender Perk not effecting Weapon Damage like it did in the original game. Instead opting to adding 5 damage after damage calculation and DR only applying only when in combat instead of adding that 10DR Passively like it did in the base game as long as you did not move! Let me tell ya those Super Mutant Overlords are really annoying just as bad as the Albino Rad Scorpions feel like bullet sponges in TTW.
So this mod is interesting, but you fail to mention what values you're changing from. Maybe clarify? Does this mod basically remove the effect of localized DT/DR for the player only, so it still works for NPCs but doesn't gimp the player?
Original values are actually all 1x, I've been playing with New Blood/BLEED (back in the day) for so long that I forgot that they were. This file actually generally only has utility for users of mods that modify the player's body part damage multipliers, like New Blood, BLEED, and BLEEDLESS. The description has been amended as such.
Thank you fully. i've been using it recently in a Fallout TTW playthrough with mods to make it feel like Fallout 2. I was debating turning it off to keep my sanity intact. BTW, are you gonna makemore adjustments to your perk mods?
I just tested it. The player uses the default one, not the player one. So it turns out you always took 2x damage to head. I'm pretty sure fo3 wasn't like that.
Is the player's head actually "targeted" or does the game just perform a hit scan to check which limb should be hit. You obviously definitely get hit in other body parts besides the head since your armor degrades from damage and limbs can be crippled.
This is definitely neat for customization, though I still maintain that the solution to Localized DT/DR is raising the protection of helmets to match their armor.
There isn't much functional difference between those two options. Either way, the game registers headshots on the player way more often with player body part damage mult affecting mods. Doesn't happen much with vanilla standard 1x modifiers though, I forgot that vanilla didn't have a higher mult on the head. Most of the instances of body hits in those circumstances come from spread, and explosives, traps, and creatures generally do the leg damage, though some creatures still always swing for the head.
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There are even great Light armor Variants in TTW like the Composite Recon Armor and Vault Security Armor MK II.
If anything needed a FIX its probably the Superior Defender Perk not effecting Weapon Damage like it did in the original game. Instead opting to adding 5 damage after damage calculation and DR only applying only when in combat instead of adding that 10DR Passively like it did in the base game as long as you did not move! Let me tell ya those Super Mutant Overlords are really annoying just as bad as the Albino Rad Scorpions feel like bullet sponges in TTW.
Wait, does the player use DefaultBodyPartData? I thought it used PlayerBodyPartData.
The player has their own.
This is definitely neat for customization, though I still maintain that the solution to Localized DT/DR is raising the protection of helmets to match their armor.