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Migck

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miguick

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About this mod

Replaces the peculiar system of armor condition degradation with something that makes a bit more sense to me

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Armor Damage Overhaul
Word count high after this line. Sorry, can't explain with small sentences.

The condition degradation from attacks that your armor suffers goes by some complex formula which I'm sure made perfect sense to whoever made it, and maybe it would also make sense to me if I had finished college, but so far it really isn't my cup of tea.

To summarize it in a probably very dumb and incorrect manner: the more DT/DR that your armor has, the less condition damage it receives, because condition damage is more or less based on the final HP damage you receive.

That doesn't sound fair to me. Why should leather armor, with a very small max condition value compared to power armor, also degrade a lot faster from attacks? Condition damage shouldn't be based on the final damage you receive, but on the base damage that has to go through your armor first. And that means it should be pretty flat for all armors when facing the same weapon, with the advantage of heavier armors over lighter ones being that they can take more punishment before breaking.

This mod turns off the base game's armor damage system to replace it with a scripted implementation. Damage to armor is calculated from the attacking weapon's own damage, adjusted by the attacker's own parameters, if present. Damage is still caused even if there's no attacker, such as when explosions or traps go off in the world when you trigger mines, exploding cars, etc.

The armor piece or pieces that receive damage depend on where you are hit of course, but this mod should also allow a lot more body slots to be affected than in vanilla. Items in the head, hair or upper body slot will always be up for being affected, as these are the usual slots used by regular helmets and armors. Other accessories like headbands, glasses, masks, etc. also have a chance to be selected instead. Explosions can affect any and all equipped items at once.

As of version 2, the mod offers two formulas to determine how damage to armor is calculated. By default, the damage that all armor pieces receive is the flat attack damage, without the piece's nor the ammo's DT or DR affecting it. Or you can enable a variant of vanilla rules, making damage from the weapon be adjusted by the individual armor piece's own DT and DR. Other DT or DR buffs the player may have are ignored, and ammo DT and DR effects get applied on them like they would for regular HP damage.

You'll also be notified when your armor is nearing breaking condition or breaks from an attack, and these can get unequipped upon breaking.

While in vanilla only the player can receive damage from attacks, this mod has several configuration options to determine if companions and NPCs can cause and receive damage as well, and from what sources. It does NOT affect unplayable armor pieces, equipped armors with no slot defined, or that are set so you cannot unequip them (the Dead Money collar), nor items in the pipboy slot (which really shouldn't be playable).

Check the config file to customize this mod. Included is a settings file to ensure the vanilla armor damage system gets turned off, if you use Stewie's Tweaks. Install/uninstall at any time, load wherever.