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Fallout 4 weapon damage mod
Fallout 4 weapon damage mod









fallout 4 weapon damage mod fallout 4 weapon damage mod

Simply edit the keys to your choices, save and exit.

fallout 4 weapon damage mod

In it, you’ll find several MF functions, with keys already listed. To customize your new hotkey functions open hotkeys.ini located in your data folder with any text editor (notepad etc).

  • Make sure the plugin (esp) is activated in your game menu or mod manager.
  • Extract the file and copy the data folder into your Fallout 4 directory, merging it with the data folder already there, or simply extract it to your FO4 directory, again merging its contents with the existing folders.
  • exe file offered to install FO4 Hotkeys, but more than one of us has found that to fail, so a manual installation is perhaps best. To adjust things like damage multiplier and stagger, you might want to craft the Settings Holotape on the chem workbench. It needs a bit more work to get configured properly, though. If you don’t want F4SE, which is needed for MCM, you can also install FO4 Hotkeys, found here: FO4 Hotkeys on Nexus. The config page in MCM should be easily usable then. MCMįor PC users we recommend the use of our scripts naturally, so before installing the mod please install MCM, found here: MCM on Nexus Use a mod manager if you like, but if it fails or you get unexpected results in-game, do it manually before reporting an issue. It’s simply the most reliable method of ensuring all the files wind up where they’re supposed to be. If there are problems with the install, we recommend a manual installation. I might look into that later ^_^Įdited by randomusername36, 25 November 2015 - 10:14 AM.For Install use a mod manager like the Nexus mod manager, Vortex or another mod manager for Fallout 4. Maybe they're using something similar to this for the weapon stats. If I wanted to raise the physical resistance by 5, I'd change FNAM from 1E to 23. If I changed the last 0F to 1E, I raised the radiation resist from 15 to 30. 85 0A 06 00 is radiation resistance and again 0F comes to 15, then the extra 00 00 00. It seems like they're using a system close to this.įNAM - 1E 00 00 00 00 00 00 00 :: translates into 15 + 15 (one second digit hexidecimal, plus one first hex decimal of 15, where 0 counts because there are two digits) and FNAM is used for normal damage reduction.ĭAMA - 81 0A 06 00 0F 00 00 00 85 0A 06 00 0F 00 00 00 :: translated to 81 0A 06 00 being the type of resist property, in this case energy, 0F equals 15, the next 00 00 00 I chose to ignore. I wanted to fix the weight of the combat armor legs so they matched.











    Fallout 4 weapon damage mod