So, in Bethesda's grand wisdom, they decided that enemies in Point Lookout need to do an extra un-ignorable 35 damage to you whenever they hit. Not quite sure why its still here in TTW, but after having a brawler hit me with his lever action, spamming it like the rifleman, and going through probably 10 stimpacks, I can see that this will still be an annoying problem. I don't even want to think about how now the double barrel shotgun will calculate 35 extra damage per 14 BBs. Now, this flies completely in the face of the entire point of Damage threshold, and why we get armor in the first place. So I found this mod for Fallout 3: http://www.nexusmods.com/fallout3/mods/7263/? it does just that. Could anyone patch this for TTW?
fixing the damage buff to the super mutant overlords and Swampfolk
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Piers Arkan
- Posts: 47
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- Puppettron
- Gary
- Posts: 1715
- Joined: Sat Nov 23, 2013 10:47 pm
that explains a lot. bet it
that explains a lot. bet it's an easy fix though.
edit: it's an object enchant on the weapons called nonplayerdamageadd. you can fiddle with it there if you don't want to do a full conversion for a tiny one-note mod. and then if you feel like the weapons are gimped, you can add damage to them. all of this is doable in geck or fnvedit.
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Piers Arkan
- Posts: 47
- Joined: Sat Dec 28, 2013 2:33 pm
I haven't the foggiest on how
I haven't the foggiest on how to work through these things, and I figure eventually someone else will hop on this, i'm kinda surprised it isn't already removed. I don't know how to work the GECK, and I have only used FNVedit once to do the esp cleaning for the DLCs once. Anyone who could take this up for the rest of us would sure for shit have my thanks.
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JaxFirehart
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- LT Albrecht
- Posts: 182
- Joined: Wed Sep 19, 2012 8:50 pm
JaxFirehart wrote:
[quote=JaxFirehart]
You could always learn.
[/quote]
^ This. If you wait around and hope someone else does it for you, #1 you could be waiting a long time and #2 you're declining an opportunity to learn skills in favour of doing nothing.

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Bastian772
- Posts: 74
- Joined: Tue Oct 29, 2013 4:12 am
I could make a simple plugin
I could make a simple plugin to remove this effect in about 5 seconds, but I would honestly rather you learn how to do it and release it yourself Piers. In terms of modding, this is about as basic as it gets so it would be a good starting point for you.
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TJ
- Posts: 2181
- Joined: Mon Sep 17, 2012 1:06 pm
That's exactly what the mod
That's exactly what the mod he wants converted does... which is also easy. Something along the lines of open, add masters, sort masters, save and close. Open, convert, save and close. The hardest part of the whole process really is remembering to load TTW the first time you load the plugin.
My project Dash is on Kickstarter!
- Puppettron
- Gary
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what everyone above me is
what everyone above me is actually saying is "hey, you're on a site with some of the most brilliant people in modding, who also happen to be some of the coolest. and we want to share this whole awesome experience of modding with you because it's f'n amazing. if you need help with this, feel free to ask"
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Krowges
- Posts: 13
- Joined: Mon Sep 17, 2012 11:49 pm
I did what people suggested,
I did what people suggested, so I removed the damage bonus from dlc04nonplayerdamageadd. Now the weapons they use should not add extra damage to the player.
- Puppettron
- Gary
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- Joined: Sat Nov 23, 2013 10:47 pm
welcome to the fun of modding
welcome to the fun of modding, krowges