I hate to say it, but as far as I can tell this mod doesn't work. This mod functions by calling the SetBodyPartTraitNumeric NVSE function on the PlayerBodyPartData body part data, and setting the damage multiplier of each body part to 2.0. The idea behind this change was that it would cause the AI to stop aiming for the head, and furthermore allow you to set your own per-location damage amounts in the way that other mods like New Blood do. The problem is, the player doesn't use PlayerBodyPartData. The comment from 27 April, 2022 is correct, the player uses DefaultBodyPartData. I have tested this extensively by making changes to DefaultBodyPartData, then observing the effect on myself and other NPCs. Changes to PlayerBodyPartData never had an effect on damage. Although mods like New Blood and even TTW make changes to this record, I can find no evidence that it is ever used inside the game, and xEdit also shows it as being unreferenced.
The .ini file included in this mod should look like this:
SetBodyPartTraitNumeric DefaultBodyPartData 0 1 1.0 SetBodyPartTraitNumeric DefaultBodyPartData 1 1 1.0 SetBodyPartTraitNumeric DefaultBodyPartData 3 1 1.0 SetBodyPartTraitNumeric DefaultBodyPartData 5 1 1.0 SetBodyPartTraitNumeric DefaultBodyPartData 7 1 1.0 SetBodyPartTraitNumeric DefaultBodyPartData 10 1 1.0 Note that we are setting the value to 1.0 rather than 2.0. This is because 2.0 will cause a multiplicative effect with any other mod that modifies damage through means other than modifying the body part data (Better Damage Modifiers, others).
Also note that due to the way JIP Localized Damage handles damage calculations, headshots will always receive almost no protection regardless of the armor worn, since it treats helmet DT and DR as the only armor worn for damage calculation, and their values are consistently 1/5 or so what the matching armor set has. Using the example of power armor, the above .ini would cause body shots to do their normal damage, and headshots to do about 1.65x normal damage. If this is desired, it means that headshots will tend to do way more damage against armored targets, but no extra damage against completely unarmored targets. This is probably a pretty good compromise, since it doesn't really matter how much extra damage a heashot does against a target with no armor at all. If you use this method, you should not use a mod that modifies hit location damage by modifying body part location data, like New Blood. Or, if you do, you should use the above .ini that sets body and head part damage modifiers to 1.0. Limbs can still be less if desired.
Alternatively, you could try to balance headshots by setting the value of the head part to take more damage. This is what New Blood does. You can do this by setting the value of the second line above, which is DefaultBodyPartData number 1, to something higher than 1.0. Note however that the higher you set this, the easier enemies in heavy armor like power armor become, because you can just use headshots to melt them regardless of what they're wearing. I suggest something reasonable like 1.3-1.4x. Note that if you use this method, you should not use JIP Localized damage, because you don't want to treat the head as if it has a different DR than the body. If you do, headshots will end up doing so much damage that even the heaviest armor is pointless against them.
Note that due to the way damage calculation works in FNV, and the limited number of ways to do locational damage at present, you can't really have the best of all worlds. You have to pick the locational damage method that has the tradeoffs you find acceptable.
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.
17 comments
The .ini file included in this mod should look like this:
SetBodyPartTraitNumeric DefaultBodyPartData 0 1 1.0
SetBodyPartTraitNumeric DefaultBodyPartData 1 1 1.0
SetBodyPartTraitNumeric DefaultBodyPartData 3 1 1.0
SetBodyPartTraitNumeric DefaultBodyPartData 5 1 1.0
SetBodyPartTraitNumeric DefaultBodyPartData 7 1 1.0
SetBodyPartTraitNumeric DefaultBodyPartData 10 1 1.0
Note that we are setting the value to 1.0 rather than 2.0. This is because 2.0 will cause a multiplicative effect with any other mod that modifies damage through means other than modifying the body part data (Better Damage Modifiers, others).
Also note that due to the way JIP Localized Damage handles damage calculations, headshots will always receive almost no protection regardless of the armor worn, since it treats helmet DT and DR as the only armor worn for damage calculation, and their values are consistently 1/5 or so what the matching armor set has. Using the example of power armor, the above .ini would cause body shots to do their normal damage, and headshots to do about 1.65x normal damage. If this is desired, it means that headshots will tend to do way more damage against armored targets, but no extra damage against completely unarmored targets. This is probably a pretty good compromise, since it doesn't really matter how much extra damage a heashot does against a target with no armor at all. If you use this method, you should not use a mod that modifies hit location damage by modifying body part location data, like New Blood. Or, if you do, you should use the above .ini that sets body and head part damage modifiers to 1.0. Limbs can still be less if desired.
Alternatively, you could try to balance headshots by setting the value of the head part to take more damage. This is what New Blood does. You can do this by setting the value of the second line above, which is DefaultBodyPartData number 1, to something higher than 1.0. Note however that the higher you set this, the easier enemies in heavy armor like power armor become, because you can just use headshots to melt them regardless of what they're wearing. I suggest something reasonable like 1.3-1.4x. Note that if you use this method, you should not use JIP Localized damage, because you don't want to treat the head as if it has a different DR than the body. If you do, headshots will end up doing so much damage that even the heaviest armor is pointless against them.
Note that due to the way damage calculation works in FNV, and the limited number of ways to do locational damage at present, you can't really have the best of all worlds. You have to pick the locational damage method that has the tradeoffs you find acceptable.
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.