Fallout New Vegas
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CovenantTurtle

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CovenantTurtle

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About this mod

Makes armour further reduce incoming damage, at the cost of item condition. Damage reduction & armour condition damage are dependent on armour class (light, medium, heavy, power), and amounts can be customised via INI file.

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INTRODUCTION

I really like New Vegas' Damage Threshold system, but as someone who likes to mod their game's combat to be a lot deadlier, I often felt like armour didn't do enough to keep its wearer alive. The recent release of FPS Leaning by Mr Shersh (including an optional version that I edited, wink wink nudge nudge) got me thinking of features from the game Escape from Tarkov that I'd like to see in New Vegas, with one of them being that armour is a lot more protective, but also a lot more delicate.

Just a few days later, Yamatohime released Armor Absorbs Damage, which attempts to do exactly that. With someone showing that such a feature was actually pretty simple to implement, I got inspired to make my own version of it. While I did ask Yamatohime for permission, all code in this mod is completely original, barring a few variable names.



FEATURES

• Reduces health & limb damage to the player (i.e. damage that's already passed DT/DR) by a proportion dependent on equipped armour class (light, medium, heavy, power), at the cost of damaging the armour by a similar amount.

• Recognises head & body armour separately, so being struck in the head won't ruin your body armour, and vice versa.

• Comes with an INI file that lets you customise the damage absorption & condition damage multipliers per armour class

• Uses an event handler instead of a gamemode script, for better performance.



STRONG RECOMMENDATIONS

lStewieAl's Tweaks and Engine Fixes: Comes with hundreds of customisable tweaks, fixes, and features for pretty much everything you can think of, and probably a lot more stuff you didn't. Check the optional files of this mod (Redux, not Tweaks) for an INI file which automatically sets the following:

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- bEquipBrokenItems
Lets you equip armour even when it's fully broken, recommended for use with mods which add armour repair kits (e.g. JSawyer Ultimate Edition)

- bPowerArmorScalesLimbDamage, fHeadScale, and fLimbScale
Wearing power armour makes you only take 50% limb condition damage.

- bNoScaleNpcDamageResistanceByCondition, and bNoScaleNpcDamageThresholdByCondition
Gives NPCs the full DT/DR of their equipped armour, ignoring item condition.

- bLocationalMeleeDamage, bNonPlayerAttacks, bNpcToNpcAttacks, and bPlayerAttacks
Makes melee & unarmed attacks recognise body part damage multipliers. In other words, lets you headshot (and be headshot) with melee & unarmed.


JIP LN NVSE Plugin: Hard requirement for Redux, but I also highly recommend enabling separate head & body DT/DR by setting bLocalizedDTDR = 1 in JIP's INI file.

Helmet Armor Rebalance (JIP): Makes all headwear have the same DT/DR as their body armour counterpart (if it exists), and I also highly recommend setting bPlatinumShadowTweaks = 1 to enable a small list of logical armour tweaks. For use with JIP's bLocalizedDTDR.

Headwear DT Fixes: Removes DT/DR from headwear that doesn't deserve it (e.g. glasses, hats). For use with JIP's bLocalizedDTDR.

JSawyer Ultimate Edition: A game-wide difficulty & rebalance mod, which in my opinion makes it much more enjoyable. Adds Armor Repair Kits to the game, which can be enabled by setting bArmorRepairKits = 1 in its INI.

More Forgiving Threshold: An optional file on Metro Style Difficulty Damage's page, which makes the minimum damage dealt through DT to be 10% instead of the vanilla 20%.



BALANCE CONSIDERATIONS


• This mod reduces incoming damage that's already been through the DT/DR calculation, so you can think of it as extra reduction on top of everything else. A happy consequence of this is that armour only sustains noticeable (extra) condition damage from attacks that beat its DT, which I think is pretty logical.

• Making armour degrade more quickly means it has to be repaired more frequently too, thus introducing another money sink in a game where caps are far too easy to get.

• In theory, you could set all the damage reduction multipliers to 0 and just use this mod to further damage armour condition by attacks that beat DT. In particular, I thought of massively increasing the damage sustained by power armour in order to compensate for its massive health pool, but decided against making the default values so harsh.



LIMITATIONS

• Doesn't apply to NPCs, as I recommend just using bNoScaleNpcDamageResistanceByCondition and bNoScaleNpcDamageThresholdByCondition instead. I was also concerned about unintended interactions with mods like Famine, which dynamically reduce item condition on dead actors.

• GetHitLimbDamage always returns 0 for explosions, so armour won't reduce limb damage from explosions. This is why I strongly recommend Stewie's power armour tweaks, as well as a mod to make power armour ignore crippled limbs (Note: I intend on releasing a JIP script runner implementation of this myself).

• Since New Vegas lacks a "Modify Incoming Damage" entry point, the damage reduction isn't actually reduction, but rather an instant restoration. While it's completely unnoticeable in practice, the healing amount might be changed by any mods which globally affect player healing (not that I personally know of any, but it's still worth mentioning).



CREDITS

Yamatohime, for making Armor Absorbs Damage and inspiring me to make this Redux.

Demorome, Xilandro, and TrueVoidwalker for helping me troubleshoot my scripts.