Am I to understand that an arrow could decapitate someone because this mod now supports decapitations, but not melee weapon damage? I don't think I want to take off someones head with an arrow.
Does this work? Full edit. 100 arrows to legs = about 57% register as feet 100 arrows above shoulders = 65% register as head 50 arrows to arms = 72% register as arm 6% register as heart 50 arrows to torso = 45% register as heart 4% register as arm
These are are all shots to the front and location is based on where arrow is visually stuck. This is reasonably impressive. I have had decapitations but turned them off for most testing. Changing damage, armor, and effect multipliers & chance percent have no effect. All NPCs die with 1 - 3 arrows no matter where they appear to stick. The only thing I get from this mod is notifications and decapitations, both I would disable.
Unless someone can tell me why this mod does not work for me in a default Skyrim VR with only SKSE and VR TOOLS I must claim it useless with the exception of some decapitations. I had the same result years ago with the non VR version. Believe me, I want disarm, I want knockdown, I want heavy armor arrow resistance, and I spent hours testing. Show me this mod is not wasting everyones time and I will edit, share useful info, and endorse.
Location accuracy is like less than 70%. Damage reduction for limb shots is not happening. Damage reduction for heavy armor is not happening. Stagger, disarm, and knockdown are not happening. I does not work.
I have it set so that head damage is x4 and a headshot pretty much takes most things out, body/heart shots take 2-3 shots and I don't ever really aim for arms or legs etc. On the original settings it took pretty much the same amount of shots no matter where it hit. If you enable this for NPC's you will soon find out how much damage it does if they hit you in the face :) I definitely get the stagger effect sometimes and the decapitation effect and the FX usually on headshots - I am sure I read that the knockdown effect doesn't work, and this is something that affects many mods. I think I have managed to disarm NPC's once or twice but this is very rare indeed. Once I get to higher levels and I add perks it gets harder to tell where the effects are coming from...
Hi, I have a question about "DamageType". If I write 2 or 4, does it disable health damages ? For example if I want to keep vanilla value for arms, do I have to write DamageTypeArms=0 or 1 ? If I write 1, does it add more damages on top of vanilla value ? Sorry I'm a bit confused by this part of the ini
You have to add the numbers together so for example: X=1 Y=2 Z=4
if you want X and Y then you have to add 1+2 - so Damage=3, If you want X and Z then you add 1+4 so Damage=5 - the mod can tell from the number which combination you want as there is only one way to get each total - I will post my ini file below as a spoiler (VR version) - looks like Nexus stripped some code - so don't use this as your ini file - any line which contains event-stripped is a line that Nexus has stripped out as a security measure :)
Spoiler:
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[General] ; Choose the type of locational damage and add numbers. ; For example, 6(2+4) deals damage to magicka and stamina. 0 will not do any damage. ; 1 - Health ; 2 - Magicka ; 4 - Stamina DamageTypeHead=3 DamageTypeArms=2 DamageTypeFoot=4 DamageTypeHeart=5 ; Choose the type of locational damage and add numbers. ; 1 - Interrupt ; 2 - Stagger ; 4 - Knockdown ; 8 - UnequipArmor ; 16 - UnequipWeapon EffectTypeHead=4 EffectTypeArms=17 EffectTypeFoot=1 EffectTypeHeart=2 InterruptBaseChance=33 StaggerBaseChance=33 KnockdownBaseChance=33 UnequipArmorBaseChance=33 UnequipWeapjavascript-event-stripped33 DisplayImpactEffect=true DisplayNotification=false LogNotification=false DisplayNotificatijavascript-event-stripped1 ; You can change notification messages. ; Enclose characters in double quotes. HeadMessageFront="Headshot: " HeadMessageBack="" ArmsMessageFront="Arm: " ArmsMessageBack="" FootMessageFront="Feet: " FootMessageBack="" HeartMessageFront="Heart: " HeartMessageBack="" ; new setting that controls only spell bonus damage - set to 0 to disable spell bonus damage SpellDamageMultiplier=0 SpellTimeout=750 ; spell timeout in miliseconds (timeout before a 2nd headshot can be registered from spell) ; enable sound fx PlaySoundEffect=true ; play sound from enemy location or at my location? PlaySoundAtEnemyLocation=true ; Othe potential things to try: 00000E5F (WPNImpactImpalex) 000137E7 (UIMenuOK) ; control impact vfx and sfx form ids (WPNImpactBluntVsFlesh) SoundEffectFormID=19398 ; 00056AC6 ; sould trap capture ; 0004FA3C ; MAGWardDrop ; 639A7 ; MAGRuneImpact SoundEffectSpellFormID=639A7 DamageFollowers=false ; % chance to decapitate on excessive fatal damage (from all weapons, and from spells) Weapjavascript-event-stripped50 SpellDecapitatijavascript-event-stripped0 [Armor] HeavyArmorDamageMultiplier=0.75 LightArmorDamageMultiplier=0.9 HeavyArmorEffectChanceMultiplier=0.3 LightArmorEffectChanceMultiplier=0.6 [PlayerToNPC] HeadDamageMultiplier=4.0 ArmsDamageMultiplier=1.0 FootDamageMultiplier=1.0 HeartDamageMultiplier=2.0 HeadEffectChanceMultiplier=2.0 ArmsEffectChanceMultiplier=1.0 FootEffectChanceMultiplier=1.0 HeartEffectChanceMultiplier=1.0 [NPCToPlayer] HeadDamageMultiplier=4.0 ArmsDamageMultiplier=1.0 FootDamageMultiplier=1.0 HeartDamageMultiplier=2.0 HeadEffectChanceMultiplier=2.0 ArmsEffectChanceMultiplier=1.0 FootEffectChanceMultiplier=1.0 HeartEffectChanceMultiplier=1.0 [NPCToNPC] HeadDamageMultiplier=4.0 ArmsDamageMultiplier=1.0 FootDamageMultiplier=1.0 HeartDamageMultiplier=2.0 HeadEffectChanceMultiplier=2.0 ArmsEffectChanceMultiplier=1.0 FootEffectChanceMultiplier=1.0 HeartEffectChanceMultiplier=1.0
Make those headshots really count - worth rummaging around in the .ini file to tweak the settings - I like to combine Health/Magica damage for head, Health and Stamina for Heart, Magica for Arms and Stamina for Feet. I also switch knockdown to headshots, stagger to heart, disarm/interrupt to arms and interrupt to feet. Finally I make head damage x4 and heart damage x2 for both players and npcs... Ouch :(
273 comments
How?
100 arrows to legs = about 57% register as feet
100 arrows above shoulders = 65% register as head
50 arrows to arms = 72% register as arm 6% register as heart
50 arrows to torso = 45% register as heart 4% register as arm
These are are all shots to the front and location is based on where arrow is visually stuck. This is reasonably impressive. I have had decapitations but turned them off for most testing. Changing damage, armor, and effect multipliers & chance percent have no effect. All NPCs die with 1 - 3 arrows no matter where they appear to stick. The only thing I get from this mod is notifications and decapitations, both I would disable.
Unless someone can tell me why this mod does not work for me in a default Skyrim VR with only SKSE and VR TOOLS I must claim it useless with the exception of some decapitations. I had the same result years ago with the non VR version. Believe me, I want disarm, I want knockdown, I want heavy armor arrow resistance, and I spent hours testing. Show me this mod is not wasting everyones time and I will edit, share useful info, and endorse.
I have a question about "DamageType". If I write 2 or 4, does it disable health damages ? For example if I want to keep vanilla value for arms, do I have to write DamageTypeArms=0 or 1 ? If I write 1, does it add more damages on top of vanilla value ?
Sorry I'm a bit confused by this part of the ini
X=1
Y=2
Z=4
if you want X and Y then you have to add 1+2 - so Damage=3, If you want X and Z then you add 1+4 so Damage=5 - the mod can tell from the number which combination you want as there is only one way to get each total - I will post my ini file below as a spoiler (VR version) - looks like Nexus stripped some code - so don't use this as your ini file - any line which contains event-stripped is a line that Nexus has stripped out as a security measure :)