Fallout New Vegas
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dhert

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  1. djhert
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    Version 1.1.0 - 02/01/2024


    • Fixed: Dead Bodies no longer give XP
    • NEW: Added Headshot Scaling for those who need it. Disabled by default, configurable in the INI.
    • NEW: Added minumum damage to trigger headshots. No more headkills with a BB Gun! Configurable in the INI.
    • NEW: Added (Optional) Headshot Immunity files on install.  Will compile a list for this later.  Requires KEYWORDS
    • NEW: Power Armor always blocks headshots.  Configurable in the INI


    Let me know if you have any more suggestions or issues!
  2. CryoStrider
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    Wanted to make a suggestion, if you don't mind.
    I'd like to see an option where, instead of instakilling an enemy with the next headshot after you cripple their head, what happens instead is that the damage multiplier for their crippled head becomes much higher (by like x5 or x10 or something), so they won't instantly die but their health will go down MUCH quicker with continuous headshots. I feel like this would fit the vanilla "RPG" feel of the game a bit more, and would also be a bit more balanced when dealing with those enemies with super high health pools, right now it feels kinda weird to cripple an enemy's head and then instakill them when they still have like 90% of their HP left.
    1. djhert
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      While a good idea, this doesn't seem to be possible with a scriptrunner. I've tried a few things like modifying the damage done by the projectile's reference, just changing the damage done, etc. Any other functions that change damages/multipliers do it for the Base Reference, so that would impact all other of that same thing too. I COULD just lower the health myself by a certain amount, but that feels like a jank fix at best.

      That said, this would be fairly easy to implement as a hidden perk always given to the player. Would be just checking if the target's (IsLimbCrippled 0) == 1, and then multiplying the damage by a certain amount. This would require a plugin, so I'm not going to pursue this here.  Nothing against plugins, just not something I want for this little mod.

      To meet you in the middle, I could add an optional "health threshold" option though; in that the target has to have less than, say, 50% health before a headshot instakills?
  3. Yofigi
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    I love the concept for this and the execution, but for my specific tastes the Bloody Mess consideration and the head (limb) explosion chance override are bothersome because I already use a mod to change the chance for dismemberment/explosion with the Bloody Mess perk.

    Also, since this mod kills the enemy via script, it conflicts with the Just Hit Marker mod since the killing blow is not a "hit"; this one is a minor annoyance for me and I'm sure there's no workaround for it aside from telling JHM to instantiate a hit marker or something, which is not within the scope of your mod and is therefore an unreasonable thing to even consider asking you to do.

    That said, would you be willing to add another setting to the .ini for enabling/disabling the aforementioned Bloody Mess/head explosion chance features altogether? I would be very grateful, and I'm sure I'm not the only person on the planet with this configuration.
    1. djhert
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      I'll look into it. I have another release planned for this to coincide with another mod I'm working on, so I'll see if I can address some of these things.
    2. djhert
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      So the "Just Hit Marker" incompatibility was really easy to fix actually.

      Can you let me know the mod you are using for Bloody Mess? Most things that I can find make MORE gore, so just want to be sure.
      I've also added an additional condition to where if the weapon is set to not dismember, then it won't cause the head explosion. Hope that's what you meant, otherwise let me know.
    3. Yofigi
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      That's great news! Thank you for giving it your attention, and I'm glad the JHM incompatibility was easy to fix.

      I'm using Way Less Gore and No Bloody Mess to modify the dismemberment chance.

      I appreciate the condition you added, but what I was getting at is that in your mod if you have the Bloody Mess perk, the head ALWAYS explodes regardless of the dismemberment chance specified in the .ini. My ideal change to this would be to either add a condition to completely disable the dismemberment like you have just added, OR change the Bloody Mess condition so that it accounts for the dismemberment chance in the .ini. This way, even with the Bloody Mess perk, people like me can retain the reduced dismemberment chance potentially added by a mod. I hope that my wording was clear, as I am not entirely sure how to say this.
  4. Jragonborn
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    Is there a way to not have this apply to unarmed? I'm attempting to fight Silus in Camp McCarran, but his head explodes after two hits, making it hard to keep him alive.
    1. djhert
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      Yea. I can add an option to make it ranged only.
  5. nrparris
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    Are stealth one shot kills with headshots still possible. Or do all headshots regardless of headgear or not now essentially a 2 shot?
    1. djhert
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      If your headshot would have one-shot killed an enemy, it still will.
      This only adds a new condition where if the enemy's head is crippled and its hit, or you critically hit the head, then they die.  Only Power Armor stops this effect.
  6. Ashiranzetsu
    Ashiranzetsu
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    Love this chief, although sometimes I feel like its not working for me, but it might be me tweakin. Thank you for the mod
  7. Meatballis1
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    Is this compatible with Dismemberment Tweaks?
    1. djhert
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      They don't conflict and its changes will still apply to other limbs. But Headshot kills from this mod will use the dismemberment chance from the config file here, instead of from Dismemberment Tweaks.
    2. Meatballis1
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      k thank you
  8. MutantModder
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    Good mod thumbnail bro
    1. djhert
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      Thanks bro!
    2. fsafsdafe
      fsafsdafe
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      its him
  9. i3ncore
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    Can attack reactions, like crippled limb animation-on-shot, be done ESPlessly? Thx for this though, tracking for my next install.
    1. djhert
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      Sorry for the late reply.

      I don't see why not.  There is the SetOnCrippledLimbEventHandler function that could be used to trigger when a limb is crippled, can play whatever animation you want from there via ForcePlayIdle

      If you want it to play on all hits you can hook into the OnHit event, check where its hitting/what weapon, and then use the ForcePlayIdle when appropriate.
    2. i3ncore
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      I really need to figure out how to learn this UDF stuff, there's so much potential here.
  10. HomebredKalus
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    Is Helmet Armor Rebalance a good companion mod for this?

    Edit: disregard this lol, parts of HAR clash with this mod
  11. RingIoriousRastard
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    Which version of JIP LN is needed by the mod?
    1. djhert
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      No specific version afaik. I don't actually use any functions from it, only the ScriptRunner functionality.  However, I always recommend the latest version as it has some bug fixes for the "bIgnoreDTDRFix" option (fixed durability) and the "bLocalizedDTDR" option (it actually works), both make this "feel" better.
    2. RingIoriousRastard
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      Thanks!