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CrEaToXx

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My personal variant of locational damage tweaks, focusing on balance, and adding particular weakspots to all body types...

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Weak Spot Locational Damage
What this?

My personal variant of locational damage tweaks, focusing on balance, and adding particular weakspots to all body types. In general all head damage is increased by 25%, and all torso damage is decreased by 10%.

Details?

1. 25% head damage but only 10% torso damage is done because all body types already have a health percentage reduction in place for the torso, and for most body types a 2x multiplier for shooting at the head area

2. 25%/10% is choosen because I'm not very keen on completely unbalancing the game by adding quadzillion more damage to headshots. I just want to "finetune" the experience of you actually taking advantage of aiming.

3. all body types, aside from the general changes stated upside, have a "special" weak spot. This weak spot is, for instance, defined by: how much weight does a leg or foot need to carry, and will brake when shot at(Model Class S Robot the foot ankle)? What body part is the major perk a creature is utilizing(rear legs for hopper type creatures)? Do "fat" or "wet" fleshy creatures even have a weak spot?(maybe, I assume fat or glibber doesn't like fire too much)

The weak spots are:

Spoiler:  
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- the eye and legs for Model A, legs appear considerably fragile, and the eye for obvious reasons, and specifically you can aim at it
- the rear legs for all Hopper(Locust) variants, because that's their major perk to propell them forward extremely fast, and in reality one of the first things Locusts are losing are their rear legs
- the feet ankle for Model S, because all their massive weight is rested on these
- the knee and ankle for quadruple feet variants, because all their massive weight is rested on these
- the legs for ballistic turrets(those stand up MG's), because they are appearing considerably fragile in comparison to the rest
- the frontal legs(arms) for Terrormorphs, because visually all the weight is balanced on those legs, and the animation always let them collapse over those
- lower legs for bipedal Creatures, which are Predator's most of the time, so running is their major perk
- the wings for flyer variants that have, well, wings because wings make them fly, and without or broken wings they don't fly?
- the actual torso for flying Manta variants, because they fly how according to Alien Worlds? Right, gas filled sacks
- all legs and feet for Mantis like insects, because they look fragile across the board, and Starship Troopers spread the wisdom
- all legs for all Hexapot variants, this includes Spider like, Octopus like, and everything else with more than 6-8 legs

Humans, Critter, Coral Crawler, Floaters, Turrets on a Pedestal or hanging on the ceiling, Mini Bots(those cleaning bots etc.), Swimmers, Larvas, and Parasites(Heatleeches etc.) do not have any special weak spot aside from their head parts.


But shouldn't head damage be less for creatures with low brain mass?

Sure. But 1. mui important balance, and 2. their sensorical perks are still on the head, and Starfield doesn't create an exception on that rule. I mean, there are so many many eyed creeps in this game, it gives me the creeps. Everybody's watching me. EVERYBODY!

How was it done?

Tweaking the body part data with xEdit.

How to install?

Done with currently experimental xEdit, so mind the risk!

According to the developers of Mo2 -> drag&drop, Vortex the same. But if you want to do it full yolo hardcore, do it manually this way:

1. download Plugin enabler and install per instructions
2. add this to your load order .txt file(without quotes) WSD_WeakSpotDamage.esm"
3. move the file inside the .zip to your Starfield/Data folder
4. blatantly ignore anything said about MyGames in the past
5. done

I want to report a bug?

If it has many eyes go f yourself. I don't wanna see it!