Could you (@Zzyxzz) do a brief, stickied or description-level write up (or just a prominent link to one you've already done and I'm too blind to see) about how BLD should interact with all the other great mods you've created recently that seem to overlap (conflict?) with BLD. I've searched here and in other mod threads and most of what I find is people asking without answer other than the occasional (and unhelpful) "yes" or a variation on "it's in the description". To which I'd respond, no it bloody isn't! At least not today. :)
Some specific questions: if all the other mods are installed (Direct Hit, Deadeye, and so on), is BLD doing anything to core combat (excluding optionals like perks, lists)? Anything we should know about specific settings within BLD or the other mods when running both, e.g., if Deadeye is running, should BLD's whole headshot setting be toggled off?
Yes, Ive been asking the same thing. Since he's making new mods with some of this ones features, maybe this one is in his rear view. There are other mods that you can use for npc/player scaling and loot. BLD is such a nice package though. So Im using it.
If using Deadeye - Turn off the headshot settings in BLD Same goes for his new AI mod etc..
Also his RobCo patcher and BLD RobCo Patch takes care of Direct Hit I think? https://www.nexusmods.com/fallout4/mods/69804 https://www.nexusmods.com/fallout4/mods/69798
But yeah, since its not stated clearly ( as in for know nothings) I dont really know. And haven't been doing any testing to check it. But seems like it works :)
I would also like to read the opinion from the author about their mods. For example, I am using this version of BLD, the latest versions of Bastion and Direct Hit. I wasn't sure how the penetration from different round sizes (i.e. 10mm, .308) would interact with Direct Hit so I've turned them off (set to 1) in BLD.
Something I've been wondering is whether the author recommends using the armor overhaul from this mod if you are also/already using Direct Hit/Bastion. Feel free to share your experiences even if you're not the mod author I'd like to read them
Same query here. If stacking BLD with Deadeye, DirectHit, Bastion, Blocking Overhaul, NPCs Use Items, Chemfluence & Better Chems, which specific options should be disabled in BLD?
It would seem all corresponding settings in BLD should be disabled, but some of it is vague. The simpler option would be to install Bastion & BLD while ignoring the rest of the smaller mods as they're already built into BLD.
Hopefully Bleed/Stagger/Pain will be separated into its own mod to complete the split mod set. There's nothing that truly replaces BLD for the injury system (MAIM also does location damage & headshots and injury / healing is over-complicated) and most of BLD is redundant with the newer mods from Zzyxzz.
This mod looks cool but for now I can't get past an error.
When initializing a new game, I see the message "F4SE is not installed correctly". I am using MO2, Nex-gen update 2, and F4SE 0.7.2 (the version for Next-gen 2). I still got the error when running only this mod, as well as when I enabled only three mods: this, RobCo patcher, and the patch file. And I made sure I was launching using F4SE instead of the main executable. I reinstalled F4SE twice, following the instructions.
For comparison I also disabled all mods except a different mod that needs F4SE (Unlimited Survival), and got no error (although perhaps that mod just doesn't warn about F4SE installation errors, I don't know).
I can see two possibilities: (1) I have a problem with my F4SE setup, or (2) I have a problem with this mod. Either way I am not sure what the problem is nor how to fix it.
Everything seems to be working except for my outgoing damage. Raiders are taking three headshots or like 7-12 shots to die regardless what I use. Stagger works, pain works, I have the full MCM menu and holotape. Headshots are on, basic AI and chem AI systems are on which I see is working, I have bleeding turned off. I have HUDframework and the RobCo patcher, but I'm not using any weapon mods. Is it because I'm on survival? A raider with no helmet takes three .308 in the head to die.
"BLD and the Fallout 4 "NG" Update BLD is still usable, even without RobCo Patcher! To make BLD work in the "NG" Update, open MCM and enable Cloak System" Although it's still ridiculous a lvl 1 bloatfly can tank 12 mag of 10mm. Headshot is instadeath, but in vanilla it takes like a 1-3 rounds
This problem is easily solvable using game configuration menu. I experimented with sliders for both incoming and outgoing all the way from 0 to 10.
Here is a quick summary of the results :
1 - 2x outgoing damage seems to be a good balance. It is weak enough to notice a difference between enemies based on armor resistances and health values at the same time it's strong enough to kill enemies with 1 hit by using a legendary and consumables at around 1x or just the base weapon with perks and sneak at 2x.
Incoming damage can be kept at any number. If you are doing a naked run with 0 armor put it down to 0.25 , if you are running a full set of 7 pieces of sentinels effects on normal armor or 6 pieces of power armor , you can tank at 10x too.
By default bld had incoming values of 1.5x on hard in GCM and 0.5x on survival , which was a bit weird.
I've also experimented with what you said. I'll add to that....a little. I use, BDL Robots and I've upgraded pretty much every faction I could find, added NPC's Travel, Settlement Attacks, and LFAW Mutant Menagerie.
Indeed, Survival is set to .5 but the "additional modifier" (just below it, only affects Survival Mode is x2), I found that to be still too low. I use 1.5 for all four Survival Damage Modifiers, it seemed to be ok at first. Then, also in the GCM, you can adjust NPC Hit Points per Level, I set that to 8 and now everything feels perfect.
How does the BLD Leveled List plugin work? Does it run once to inject items into the lists, or is it persistent? Also, does the BLD MCM require the BLD LL plugin?
The reason I ask is the BLD LL plugin overrides a number of other plugins in FO4Edit like SKK Dynamic Loot and I'm not sure if they're working properly as a result. Conversely, I don't want other plugins removing BLD's LL items, hence it has higher LO priority.
I think I can safely delete the BLD LL plugin, use the LL injection via the Holotape and ignore the LL stuff in BLD MCM, but would appreciate confirmation.
Is there a command to spawn the holotape in in case you dont have it anymore or didnt get it and can you use mcm to edit the same things as the settings holotape?
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Make sure to grab the Better Locational Damage - RobCo Patch to automatically patch your game!
To make BLD work in the "NG" Update, open MCM and enable Cloak System
Some specific questions: if all the other mods are installed (Direct Hit, Deadeye, and so on), is BLD doing anything to core combat (excluding optionals like perks, lists)? Anything we should know about specific settings within BLD or the other mods when running both, e.g., if Deadeye is running, should BLD's whole headshot setting be toggled off?
If using Deadeye - Turn off the headshot settings in BLD
Same goes for his new AI mod etc..
Also his RobCo patcher and BLD RobCo Patch takes care of Direct Hit I think?
https://www.nexusmods.com/fallout4/mods/69804
https://www.nexusmods.com/fallout4/mods/69798
But yeah, since its not stated clearly ( as in for know nothings) I dont really know. And haven't been doing any testing to check it. But seems like it works :)
Something I've been wondering is whether the author recommends using the armor overhaul from this mod if you are also/already using Direct Hit/Bastion. Feel free to share your experiences even if you're not the mod author I'd like to read them
It would seem all corresponding settings in BLD should be disabled, but some of it is vague. The simpler option would be to install Bastion & BLD while ignoring the rest of the smaller mods as they're already built into BLD.
Hopefully Bleed/Stagger/Pain will be separated into its own mod to complete the split mod set. There's nothing that truly replaces BLD for the injury system (MAIM also does location damage & headshots and injury / healing is over-complicated) and most of BLD is redundant with the newer mods from Zzyxzz.
When initializing a new game, I see the message "F4SE is not installed correctly". I am using MO2, Nex-gen update 2, and F4SE 0.7.2 (the version for Next-gen 2). I still got the error when running only this mod, as well as when I enabled only three mods: this, RobCo patcher, and the patch file. And I made sure I was launching using F4SE instead of the main executable. I reinstalled F4SE twice, following the instructions.
For comparison I also disabled all mods except a different mod that needs F4SE (Unlimited Survival), and got no error (although perhaps that mod just doesn't warn about F4SE installation errors, I don't know).
I can see two possibilities: (1) I have a problem with my F4SE setup, or (2) I have a problem with this mod. Either way I am not sure what the problem is nor how to fix it.
If anyone knows of a mod that does this, please do share!
BLD is still usable, even without RobCo Patcher!
To make BLD work in the "NG" Update, open MCM and enable Cloak System"
Although it's still ridiculous a lvl 1 bloatfly can tank 12 mag of 10mm. Headshot is instadeath, but in vanilla it takes like a 1-3 rounds
Here is a quick summary of the results :
1 - 2x outgoing damage seems to be a good balance. It is weak enough to notice a difference between enemies based on armor resistances and health values at the same time it's strong enough to kill enemies with 1 hit by using a legendary and consumables at around 1x or just the base weapon with perks and sneak at 2x.
Incoming damage can be kept at any number. If you are doing a naked run with 0 armor put it down to 0.25 , if you are running a full set of 7 pieces of sentinels effects on normal armor or 6 pieces of power armor , you can tank at 10x too.
By default bld had incoming values of 1.5x on hard in GCM and 0.5x on survival , which was a bit weird.
I've also experimented with what you said. I'll add to that....a little.
I use, BDL Robots and I've upgraded pretty much every faction I could find, added NPC's Travel, Settlement Attacks, and LFAW Mutant Menagerie.
Indeed, Survival is set to .5 but the "additional modifier" (just below it, only affects Survival Mode is x2), I found that to be still too low. I use 1.5 for all four Survival Damage Modifiers, it seemed to be ok at first. Then, also in the GCM, you can adjust NPC Hit Points per Level, I set that to 8 and now everything feels perfect.
I play in VR and have to use an older version of BLD that does not require RobCo patcher, that's why I also ask this.
I believe that was the latest one before Robco Patcher became a requirement. It's in the changelog.
Also, does the BLD MCM require the BLD LL plugin?
The reason I ask is the BLD LL plugin overrides a number of other plugins in FO4Edit like SKK Dynamic Loot and I'm not sure if they're working properly as a result. Conversely, I don't want other plugins removing BLD's LL items, hence it has higher LO priority.
I think I can safely delete the BLD LL plugin, use the LL injection via the Holotape and ignore the LL stuff in BLD MCM, but would appreciate confirmation.
I want them to be crippled like they are now, but I want my shots to deal way less damage.