I ran into some issues after using this version on VR, was previously using the SE version. My game became unstable, but playable, graphics were jumpy and glitchy. And after death it would glitch out and load the health bar of my player and part of the HUD but crash to the main load screen, very bizzare, I think it may be loading times of mods, having said that I have a ton of mods installed not might not specifically be this mod as the issue. But it seems like too many scripts being loaded at once type of thing.
Please disregard the previous comment as I have now made a main save and reloaded it with no issues. Seems it just needed a proper save to implement effectively.
Can there be a setting to disable the bonus for continous spells like flames and keep the bonus for projectile spells like firebolt? Right now the novice spells feel very OP.
Trying to figure out the same thing. Continuous novice destruction spells feel pretty OP on headshot, did anyone find a way to disable?
Edit: For anyone else who's wondering the same thing, I didn't find anything in the LocationalDamage.ini to indicate this but there is SpellTimeout attribute, which controls frequency of spell headshot listening, defaulted to 750 MS. Can raise it to like 2000 MS to make spell headshots only able to register every 2 secs.
For AE you can use this mod: Archery Locational Damage. It's pretty similar and has a few extra effects, like more body part detection such as neck shots, hand shots, etc., and also bleeding effects.
Any plans to make this also apply to melee attacks? Or does anyone know of a mod that can be used along with this one or as a stand-alone that adds locational damage to melee and sword ,etc?
I dunno about VR but for non-VR there's Precision. PLANCK for VR has locational hit detection but I don't think it amplifies damage based on location. It just makes them flinch based on where you hit them. So if you hit them on the head, they look like they got hit on the head, etc.
Thank you for the reply, that’s pretty much the issue I’m having is I’m playing with Planck installed and there’s a reaction to the being hit in the head but there’s no further damage done than if the npc was hit in the hand or foot for instance so it seems very off to me and no point to even aim or strike an npc in the head as it makes no difference in the outcome it’s strictly visual, so I’m hoping for a mod that makes striking an npc in the head actually make a difference.
Does this effect weapon swings, too, or do I need the other locational damage plugin for that? If I do need the other one, what happens when bow & arrow is used because they effect both?
Excellent Mod. Love the ini settings. I make sure most killing, stagger and magic damage goes to the head, so even if he survives a head hit (which IS possible- took a hit to the cheek/jawline, say) he's in trouble. Stagger on feet, etc. No sounds on hits or anything else. No decap- you cannot decap with arrows or even bullets. Looks dumb. When I score a kill you'll see him fall and that's about it. I also doubled hits on myself from NPC archers so I gotta watch out! VERY immersive in a two-way archer battle... Feels real. It really is worth going into the INI and making the changes.
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My game became unstable, but playable, graphics were jumpy and glitchy. And after death it would glitch out and load the health bar of my player and part of the HUD but crash to the main load screen, very bizzare, I think it may be loading times of mods, having said that I have a ton of mods installed not might not specifically be this mod as the issue. But it seems like too many scripts being loaded at once type of thing.
Edit: For anyone else who's wondering the same thing, I didn't find anything in the LocationalDamage.ini to indicate this but there is SpellTimeout attribute, which controls frequency of spell headshot listening, defaulted to 750 MS. Can raise it to like 2000 MS to make spell headshots only able to register every 2 secs.
How?
It really is worth going into the INI and making the changes.