I've basically tried every combat mod on here at this point (for my first playthrough in years) and I finally landed on this one. Not too complicated or simple and everything works. No overly complex systems or scripts. Many thanks.
After many years away from FO4 I just wanted to drop by and say how much I'm enjoying playing with your rework, LootBalance, Sim Settlements 2, ECO and Gunsmith. They make a very nicely balanced, stable and authentic feeling gameplay core. Thanks for making this and sharing it with all of us I'm loving it.
On the mod page of More Feral Ghouls, it mentions that it conflicts with Live Dismemberments. Meaning that More Feral Ghouls likely is modifying ghoul race files, which is where live dismemberment is enabled. MCR also touches those files to enable features and make changes, so it's likely conflicting as well.
You can use Live Dismemberment by DeathclawAlpha with More Feral Ghouls. A Zombie Mod. The only difference is that enemies missing limbs won't bleed to death by that mod to my understanding like in this, but some difficulty and damage mods will do that anyway so it's not that big of a deal. Also I think it will only affect humanoids and not mutants or animals like this one does, however I'm not 100% sure, I did shot Ragstag on the head exploding it and it kept going with 1 head still intact but I think I've seen that happen in Vanilla Fo4 also.
As far as I know, the Live Dismemberment mod adds limb dismemberment in the same way my mod does (by editing the race files, there's an actual checkbox in there to just enable it). So if Live Dismemberment works with another mod, then Mornedil's Combat Rework should also work. Although this mod does much more than just enabling dismemberment, so if you want all the additional features then I suggest using MCR. But the Live Dismemberment mod is great if that's the only thing you want added :)
Although from the sounds of it, if it's working for one of you and not the other, then it's likely due to the load order. If multiple mods edit the race files, then only the latest loaded mod will apply changes.
I don't know exactly what More Feral Ghouls does, but if it changes the race files of ghouls then you would need to put Mornedil's Combat Rework later in the load order to enable live dismemberment and changes to body part damage.
This mod was designed around you being able to choose your own difficulty based on your preference, and it can be changed at any time through the in-game difficulty setting :)
Normal difficulty should give a pretty balanced experience - If anything the very beginning is slightly harder than vanilla since you don't have armor and take slightly more damage, but once you equip yourself and get some perks it should feel fairly balanced.
Very Hard difficulty would turn it more hardcore - especially with a low-endurance build with little regards to defense.
Very Easy difficulty should be playable even by game journalists.
Loving the live dismemberment. How does it trigger exactly? I assumed it happened automatically when enemies are crippled. But it seems there’s some RNG involved, right?
I'm not 100% sure, the game has live dismemberment built-in, but it's disabled in vanilla so this mod enables it (and adds bleedout and some fixes).
Crippling is separate from live dismemberment tho, so crippling a limb doesn't necessarily mean it will get dismembered. Although you can keep shooting a limb even after it's crippled and it will usually get blown off.
Could you elaborate what's breaking and why you think this mod causes it? This mod doesn't touch anything related to character customization, so make sure you check if there could be any other culprits. But if you give me more information I'll gladly look into it
For cases where 2 different mods alters the same entry, change the load order around to give priority to the mod of your choosing. For those using LooksMenu Customization Compendium, give it priority so it doesn't break.
Hey mate nice mod. I enjoyed it for my first 10 levels but is it just or does it seem like after around level 15 enemies get back to having large healthpools? Im shooting the wack out of most enemies I face now and having to empty entire clips into raiders or ghouls before they go down (with a 10mm). Is there a way to make it MORE lethal?
With this mod enemies won't scale their HP with your level (which makes a huge difference), but as you level up, more types of enemy variants can spawn that may have more base HP and better damage resistance, which will make them harder to kill. Some unique enemies and bosses may also have extra HP by vanilla design.
Here's some Feral Ghoul variants as an example (DR = Damage Resistance, ER = Energy Resistance):
Feral Ghoul (35 HP, 10 DR, 20 ER)
Feral Ghoul Roamer (70 HP, 15 DR, 30 ER)
Feral Ghoul Reaver (140 HP, 40 DR, 60 ER)
Glowing One (400 HP, 40 DR, 60 ER)
So even tho HP scaling is removed, it will help a lot to upgrade your guns, and to invest in perks that boost your damage.
"is there a way to make it MORE lethal?" Try adjusting your difficulty setting. It mainly just changes a multiplier how much damage you deal and take. I'd suggest starting with "Normal" and then adjusting it from there after preference. Enemies will be much more tanky if you play on "Very Hard", so I'd generally advice against it.
Adjusting difficulty should help. If you really want to make higher tier enemies more squishy, you would need a mod that alters enemy base HP, but I'm not sure if there is a mod like that. Another option could be to get some gun mods that supply you with stronger guns than the vanilla game.
I do not know why but most author of such lightweight combat overhaul(which do essentially the same thing) keep or silent or genuinely unaware of this(what would be suprising)
My recommendation is to keep health scaling disabled, and change the game's difficulty setting if you feel like things die either too fast or too slow.
But to answer the question - Yes, you can enable health scaling again, but you'd need to use FO4Edit to do so.
Open FO4Edit and load up "MCR 1 - Rework Base File.esp". (If the mod file doesn't show up in the list, manually place it in Fallout 4's Data folder and restart FO4Edit).
After FO4Edit has finished loading, expand "MCR 1 - Rework Base File.esp", then expand "Game Settings".
Here you can see various settings changed by MCR. fNPCHealthLevelBonus is what controls how much health is given with each level. Vanilla value is 5.
When you're done, save the mod. The changes will be made to the file located in the game's Data folder, so you may need to copy it back into whichever mod loader you use.
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I'll give those other mods a try next time I play through this broken mess of a game that I love so much :)
So if Live Dismemberment works with another mod, then Mornedil's Combat Rework should also work. Although this mod does much more than just enabling dismemberment, so if you want all the additional features then I suggest using MCR. But the Live Dismemberment mod is great if that's the only thing you want added :)
Although from the sounds of it, if it's working for one of you and not the other, then it's likely due to the load order.
If multiple mods edit the race files, then only the latest loaded mod will apply changes.
I don't know exactly what More Feral Ghouls does, but if it changes the race files of ghouls then you would need to put Mornedil's Combat Rework later in the load order to enable live dismemberment and changes to body part damage.
not looking for hardcore gameplay...
Normal difficulty should give a pretty balanced experience - If anything the very beginning is slightly harder than vanilla since you don't have armor and take slightly more damage, but once you equip yourself and get some perks it should feel fairly balanced.
Very Hard difficulty would turn it more hardcore - especially with a low-endurance build with little regards to defense.
Very Easy difficulty should be playable even by game journalists.
Crippling is separate from live dismemberment tho, so crippling a limb doesn't necessarily mean it will get dismembered.
Although you can keep shooting a limb even after it's crippled and it will usually get blown off.
This mod doesn't touch anything related to character customization, so make sure you check if there could be any other culprits. But if you give me more information I'll gladly look into it
If you need to know all the files this mod affects and if there could be a potential conflict, it's all listed here: https://www.nexusmods.com/fallout4/articles/1925
For cases where 2 different mods alters the same entry, change the load order around to give priority to the mod of your choosing.
For those using LooksMenu Customization Compendium, give it priority so it doesn't break.
Here's some Feral Ghoul variants as an example (DR = Damage Resistance, ER = Energy Resistance):
- Feral Ghoul (35 HP, 10 DR, 20 ER)
- Feral Ghoul Roamer (70 HP, 15 DR, 30 ER)
- Feral Ghoul Reaver (140 HP, 40 DR, 60 ER)
- Glowing One (400 HP, 40 DR, 60 ER)
So even tho HP scaling is removed, it will help a lot to upgrade your guns, and to invest in perks that boost your damage."is there a way to make it MORE lethal?"
Try adjusting your difficulty setting. It mainly just changes a multiplier how much damage you deal and take. I'd suggest starting with "Normal" and then adjusting it from there after preference. Enemies will be much more tanky if you play on "Very Hard", so I'd generally advice against it.
Adjusting difficulty should help. If you really want to make higher tier enemies more squishy, you would need a mod that alters enemy base HP, but I'm not sure if there is a mod like that. Another option could be to get some gun mods that supply you with stronger guns than the vanilla game.
I do not know why but most author of such lightweight combat overhaul(which do essentially the same thing) keep or silent or genuinely unaware of this(what would be suprising)
But to answer the question - Yes, you can enable health scaling again, but you'd need to use FO4Edit to do so.