0 of 0

File information

Last updated

Original upload

Created by

William Faure

Uploaded by

WilliamFaure

Virus scan

Safe to use

26 comments

  1. Vrork
    Vrork
    • member
    • 1 kudos
    Think you can update this to make it work with CCR?
  2. PenumbralLady
    PenumbralLady
    • premium
    • 25 kudos
    im still extremally tanky and my enemies are taking one shot from me on very hard
    1. SaintinChief
      SaintinChief
      • member
      • 2 kudos
      In other words, the mod is working as expected according to the values provided by its description.
    2. PenumbralLady
      PenumbralLady
      • premium
      • 25 kudos
      Ah , yes i misread this thinking it was doing the opposite effect! 

      yes works as intended if you want to be tanky!
    3. k0parshEU
      k0parshEU
      • member
      • 0 kudos
      damage is very hard to be fixed for at least a small degree of realism because with a controller you cannot aim properly at long and mid range 
      this is why damage is growing when you come closer than 2 meters away from enemies  because it is the only way to aim properly with the controller

      people tend to defend consoles saying that pc users put the blame on consoles without reason. the whole gameplay in regard to fighting got f_ed exactly because the devs build the game to please controller users
      you think that it is by mistake that redfall AI is also terribad especially for pc players?
      With Microsoft  buying now so many game companies expect more and more future games to be crossplatform with gameplay and AI dumbed down for those with controller input 

      And RPG elements are put now in place in shooters, I mean this is the trend, exactly to mask what they are doing, the dumbing down of games AI -and mechanics.
    4. Jessica42
      Jessica42
      • member
      • 1 kudos
      Decrease the Damage output you do to like 0.2 or less then increase the damage you take also increase the Health Bonus enemies get. 
  3. Rizzk
    Rizzk
    • premium
    • 1 kudos
    can you make a version that only effects space combat?
  4. animatv9
    animatv9
    • member
    • 0 kudos
    What do these commands ending with "SV" and "TSV" refer to? Could this be for survival mode?
    setgs fDiffMultHPByPCSV 0.75
    setgs fDiffMultHPByPCTSV 0.75

    setgs fDiffMultHPToPCSV 1.5
    setgs fDiffMultHPToPCTSV 1.5
    By the way, thanks for sharing just when I needed it ;)
    1. DavidNB77
      DavidNB77
      • supporter
      • 0 kudos
      these are player outgoing damage multipliers

      setgs fDiffMultHPByPCSV 0.75
      setgs fDiffMultHPByPCTSV 0.75

      The other are player incoming damage multipliers. I dont know exactly what they stand for, just what they contribute to. 
    2. WilliamFaure
      WilliamFaure
      • supporter
      • 4 kudos
      I suspect these are Survival and True Survival but I may be mistaken. Anyway, glad to help! Have a good game! ✨
    3. animatv9
      animatv9
      • member
      • 0 kudos
      It is possible that Bethesda will add a new difficulty mode like in Fallout 4.
    4. WilliamFaure
      WilliamFaure
      • supporter
      • 4 kudos
      Not only possible, but also very likely.
  5. Logovore
    Logovore
    • premium
    • 1 kudos
    What are the default values?
    1. WilliamFaure
      WilliamFaure
      • supporter
      • 4 kudos
      Please check the mod description. Modified values have decrease/increase amounts next to them.
  6. SetArk
    SetArk
    • member
    • 0 kudos
    Would be possible to separate the damage amp\lowering from ground to ship combat?
    Right now i'm finding that ground combat on very hard is, spongy but manageable
    On ships?
    It's simple impossible to deal with 2 or more ships at the same time, as you literally have 0 damage mitigation or positioning hability.
    1. xAarkanx
      xAarkanx
      • member
      • 0 kudos
      +1  Plss
    2. DavidNB77
      DavidNB77
      • supporter
      • 0 kudos
      I find all the damage mods affect both player and ship activity. I found this solution on the Experimental Combat and Stealth mod page:

      player.forceav PlayerIncomingShipDamageMult 0.4

      vanilla value is 0.65

      use as a console command once per save or add it to a .txt file you create and point your .ini file to. I ended up consolidating all the txt files from my bat commands because some of them were getting skipped over when i started my game. 
    3. LeNawax
      LeNawax
      • supporter
      • 4 kudos
      player.setav could maybe set it permanently ?
    4. WilliamFaure
      WilliamFaure
      • supporter
      • 4 kudos
      I'll see what I can do. I know there are parameters to change that.
    5. BannerAD
      BannerAD
      • member
      • 15 kudos
      Batches are run at game start, so you can't modify player actor values (av) but you can modify global game settings (gs) maybe there is a way to run batches on game load instead of on game start?

      I can confirm player.forceav PlayerIncomingShipDamageMult works but it has to be run after you load into the game.
  7. MrHuntXII
    MrHuntXII
    • supporter
    • 1 kudos
    Broski we have multiple of these mod files :)
    1. WilliamFaure
      WilliamFaure
      • supporter
      • 4 kudos
      Having multiple mods with similar purposes is never a bad thing. Not everyone wants the same experience, I'd say.
  8. VirtualChrisM
    VirtualChrisM
    • member
    • 8 kudos
    There's already a few mods like this... why create another one?
    1. WilliamFaure
      WilliamFaure
      • supporter
      • 4 kudos
      Well, let's say I'm creating another one to provide more choice for other players. It never hurts.
  9. IKobi
    IKobi
    • member
    • 10 kudos
    Be advised this will make laser weapons useless on harder difficulties, and increase the bullet sponge for all weapons in general.
    1. WilliamFaure
      WilliamFaure
      • supporter
      • 4 kudos
      How so? I increased fDiffMultHPBy values, in other words damage dealt by the player, regardless of the weapon. 🤔