Haven't tested them yet, but wondering how legendary buffs are being applied as well. (eg. Reduce damage from Super Mutants by 15% applied to all armor or just that piece?)
so i tested this, ballistic weave works, everything vanilla works the way it was designed. adding ballistic weave to an under armor and then testing it with no weave showed difference in damage values. I shot 2 mannequins with shotguns at point blank range and the armored one got 862 damage approximately and the unarmored one was reaching 980 approximately.
edit: by unarmored and armored i mean ballistic weave, no other pieces of equipment were used.
It was exactly the armor I tested. Whatever DR numbers you're getting are being interfered with, because directHit is a more indepth fix than a normal esp mod. You need to look at the damage numbers as they come and compare those. If that doesn't work then something is wrong with your game or installation as it works as intended on my end after testing it to your specifications.
To specify, not only did I check the railroad coat, I checked all version of the railroad coat from mk1 to mk5 with and without weave and then I tested the army fatigue with and without weave.
Interesting. Have you got Direct Hit’s logging enabled? If you do - can you please share the output? (It says the limb hit, the armor value and the damage calculated)
I get this also, I enabled logging, and wearing a full-body (minus head) armor I see the log reporting 0 DR for the chest (it should be 80 DR) Trying again wearing multiple individual leather armor pieces on top of a vault suit shows correct DR values in the log.
Neither mod author is technically in the wrong. Scourge is built a specific way and direct hit is built in it's own way. They just aren't compatible with each other and it's unreasonable to ask either to make a compatibility for each other when they're both busy making a mod for fallout 4.
can there be an option just for npcs and the player character is unaffected, because npcs are dumb and it makes it easier for the player as they dont know where to aim
DirectHit and Better Locational Damage This has been asked a lot. DirectHit and Better Locational Damage are two completely different mods, that do completely different things.
Better Locational Damage is a gameplay overhaul, which re-balances locational damage(damage multipliers), weapon damage, health, with a lot of several extra features, like bleedings, stagger and more.
DirectHit is an engine based calculation overhaul, how damage is calculated, when body parts are hit.
You can use them together and its also recommend to use them together, as they pair very well.
I added that now to the description. That should make things clearer
so Bldchanges how locational damage is done and Direct hit changes how locational damage is done....got it
i think the details are going to be completely lost on me as i simply just dont see the difference on why i would use one over the other when they both seem to change the same thing
My understanding is that BLD changes the multipliers associated with different body parts, whereas this mod makes it so that when you hit a certain body part only the armor that is actually present on that body part is part of the damage calculation, where in the base game all shots are against the combined damage resistance of all of your armor.
Im not sure if you still need help figuring out what the difference but I will take a crack it with my understanding of the mod. This mod, DirectHit, is intended to make armor choices have greater impact by reducing the damage done to the parts of the characters body that they are covering. For example, fighting an enemy wearing combat armor torso but no legs, arms, or helmet, will take significantly reduced damage to the torso while the limbs and head will take full damage from your weapons. Normally, in vanilla it does not matter what part of the body the armor is on as it was a global damage resistance stat. If your armor rating was 100, then your legs, arms, and torso all received 100 armor rating. With DirectHit, if your arms only have 10 armor while your chest has 50, then it would incentivize you to attack the arms instead since they are weak. Better Location Damage affects the multipliers to the limbs themselves regardless of what armor is equipped. This would be applied as a separate multiplier than the armor multiplier. This one is a constant and not affected by armor stats.
TL;DR. DirectHit makes armor rating specific to the body part that is covered rather than global. Better Locational Damage affects the damage multipliers to each body part.
It would certainly be welcome, but both mod authors believe that the bug is caused by the other’s mod and neither feel inclined to fix it. It's a fairly minor incompatibility though. Ignoring resistance changes set by Scourge can be compensated for simply by editing health ranges.
You have probably been asked and answered this question a ton but I don't see it anywhere in the description so I'm gonna go ahead and shoot. Do you have any plans to update this mod ( and your other mod Bastion) to next gen? I know you already have your hands full with RobCo Patcher and things having to update them to NG as well so I dont really expect it anytime soon.
What do the fArmorMultiplier and fArmorTypedMultiplier settings in the ini file do, exactly? My guess is that they're supposed to adjust armor values, but I don't see any change in the listed values in-game. Is the change invisible to the player or something? I'm currently balance testing my game, so I really need help on this. Please and thank you.
it multiplies the armor value for damage calculation. Normally the damage is calculated against all armor you wear.
If you wear combat armor chest with 20 armor, it only calculated 20 armor against the damage you take. This means, every armor in the game is pretty much useless. To counter that, armor multipliers exist. So you wear 20 armor on the chest and when a bullets hits you in the chest, the game multiplies that value with the values in the ini file. So that they armors are on a similar level to the old damage system. Except, when you dont wear armor on a specific body part and it gets hit, you will receive 100% damage.
so if i'm understanding right, if i wear a chest armor but nothing else, i'll only have 20 damage protection for my chest, but if i wear a full body armor with 20 on each body part, and i get hit in the chest it'll be 120 damage protection, but lets say i get hit in the leg where i don't have armor, i take full damage? so the more armor i wear the more it multiplies the parts where i wear armor?
Could you please add an article explaining the log output?
Specifically: - What is BPM? - What is Resist? - Is it possible to understand what perks were applied to modify the DR value? - What is the difference between fArmorMulitplier and fArmorTypedMultiplier?
Also - I can see that natural DR is not impacted by either armorMultiplier - is this intended? Would it be possible to have a natural DR multiplier config option?
Finally, I'm confused what the relationship between summed DR after perks applied and calculatedBaseDamage is - is this what Resist is?
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It seems that "under-armor" is completely ignored by this mod (example being the Railroad coats).
When viewing the log while shooting the dummy wearing the railroad coat, all body parts (including torso) report 0 DamageResist.
This is testing with only Fallout 4 base game, this mod, dependencies and SKK Target Dummy.
Haven't tested them yet, but wondering how legendary buffs are being applied as well. (eg. Reduce damage from Super Mutants by 15% applied to all armor or just that piece?)
edit: by unarmored and armored i mean ballistic weave, no other pieces of equipment were used.
To specify, not only did I check the railroad coat, I checked all version of the railroad coat from mk1 to mk5 with and without weave and then I tested the army fatigue with and without weave.
Trying again wearing multiple individual leather armor pieces on top of a vault suit shows correct DR values in the log.
I have the same question as the boy above.
I thought BLD does this already, correct me if I'm wrong.
If so, would it be fine to have both?
This has been asked a lot.
DirectHit and Better Locational Damage are two completely different mods, that do completely different things.
Better Locational Damage is a gameplay overhaul, which re-balances locational damage(damage multipliers), weapon damage, health, with a lot of several extra features, like bleedings, stagger and more.
DirectHit is an engine based calculation overhaul, how damage is calculated, when body parts are hit.
You can use them together and its also recommend to use them together, as they pair very well.
I added that now to the description. That should make things clearer
i think the details are going to be completely lost on me as i simply just dont see the difference on why i would use one over the other when they both seem to change the same thing
Better Location Damage affects the multipliers to the limbs themselves regardless of what armor is equipped. This would be applied as a separate multiplier than the armor multiplier. This one is a constant and not affected by armor stats.
TL;DR. DirectHit makes armor rating specific to the body part that is covered rather than global. Better Locational Damage affects the damage multipliers to each body part.
If you wear combat armor chest with 20 armor, it only calculated 20 armor against the damage you take. This means, every armor in the game is pretty much useless. To counter that, armor multipliers exist. So you wear 20 armor on the chest and when a bullets hits you in the chest, the game multiplies that value with the values in the ini file. So that they armors are on a similar level to the old damage system. Except, when you dont wear armor on a specific body part and it gets hit, you will receive 100% damage.
Could you please add an article explaining the log output?
Specifically:
- What is BPM?
- What is Resist?
- Is it possible to understand what perks were applied to modify the DR value?
- What is the difference between fArmorMulitplier and fArmorTypedMultiplier?
Also - I can see that natural DR is not impacted by either armorMultiplier - is this intended? Would it be possible to have a natural DR multiplier config option?
Finally, I'm confused what the relationship between summed DR after perks applied and calculatedBaseDamage is - is this what Resist is?