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Fallout 4 damage overhaul
Fallout 4 damage overhaul






fallout 4 damage overhaul

Please note that there does exist a "Mod Target Damage Resistance" Entry Point Function in the perk template, and there, you can choose a function (add, set, multiply.) Unfortunately that same functionality is not expressed in the MGEF template. Do more-experienced modders believe that this is a bug and/or tooltip failure, and that both of these MGEFs are actually behaving the same way? Is the "Detrimental" flag really able to change a behavior from a flat number to a percentage without any sort of indication that it's doing so? I cannot find any distinction in the MGEF files that seems to explain that discrepancy. Torso damage multiplier from 1 to 0.9 (Robo Brain, Assaultron, Protectron, Sentry Bot) - Tail damage multiplier from 1 to 0.8 (Bloodworm) - Tail damage multiplier from 1 to 0.7 (Gulper) - Deathclaw belly damage multiplier from 2 to 1.75 - Deathclaw spine damage multiplier from 0.33 to 0. The latter is used in Psycho addictions to apply a percentage Damage Resistance penalty to the player while addicted, again, according to the documentation available. The exceptions are that the latter has the "AddictionEffect" Keyword (shouldn't be relevant) and the "Detrimental" Magic Effect Data flag (possibly relevant?)Īnd yet, the first one is used in the Moving Target perk line to apply what the perk tooltip says is a static Damage Resistance buff to the player while sprinting. While scanning the vanilla files in FO4Edit, I stumbled across a weird issue:ĪbFortifyResistDamage "Fortify Damage Resist" ĪbReduceDamageResistAddiction "Addiction: Damage Damage Resist" Īre virtually identical.

fallout 4 damage overhaul

I've been trying to put together a perk that applies a stacking flat Damage Resist penalty to a target per-hit.








Fallout 4 damage overhaul