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Base leather armour or no armour at all.
Survival Options lets you adjust the incoming/outgoing damage and other survival settings
iirc Arbitration has a damage multiplier along with other things like sneak distance and how far enemies chase you. can't remember if it requires f4se
honestly it's probably easier to look on the nexus or try to google specifically what you're looking for. I've used the same mods for a hot minute but I've seen at least a dozen new ones get released over the past couple years. Most of them were weapon damage overhaul mods but I remember seeing some basic damage rebalance mods.
edit: I just looked at MAIM it's probably a terrible idea to use that with BLD
No need for a mod.
Legendary pipe weapons can still be fairly powerful. Esp. in the higher calibers. Like .308.
No! NO!!!! They hit so hard and one-shot me so much, what you're doing is a nightmare!! It's enough! It's TOTALLY enough!! Don't punish yourself anymore than you already are! Ack!!
It probably comes as a shock to know that thats not enough huh lol. Im the type of person to play NG7 on Elden Ring or other souls games casually, i need extreme difficulty and borderline impossible challenge to stay entertained, i tend to adapt quickly and it results in not being challenged enough. There are some enemies that are dangerous to me, but very very few, even at x5 damage intake. I also use NPC travel and have every group set to be large groups, and even at that the only real threatening encounters involve multiple Sentry Annihilators, or ridiculously heavily armed enclave squads. Even multiple Behemoths and Mirelurk Queens at the same time isnt enough anymore
Reduce health by x:
player.modav 2d4 -x
Reduce ballistic resistance by x:
player.modav 2e3 -x
Reduce energy resistance by x:
player.modav 2eb -x
Reduce rad resistance by x:
player.modav 2ea -x
You can also modify the damage your deal with the console.
Get current damage mult:
player.getav 357
Reduce damage mult by x:
player.modav 357 -x
Will these commands work similarily to the playerweight.modav, where it is permanent rather than temporary? I know setav is the temporary one and i see you using modav
Ill probably try the health one, its probably the easiest way to make the game more difficult for myself with the least direct impact. I really appreciate it
That's technically incorrect. Attributes can be divided into several groups, but most relevant with respect to setav / modav is to differentiate attributes by "source". Some attributes would be "basic" - that is, they are what they are and they don't depend on other things. All S.P.E.C.I.A.L. attributes are like that, for instance. Some other attributes are "dependent" - i.e. they are calculated based on some other stuff, including "basic" attributes.
What setav does is it sets the base value of an attribute to something. So if the attribute is dependent on other stuff then at the moment that stuff changes, the game will recalculate the value and then override whatever setav was done before. But modav will register a permanent modifier, thus affecting the calculation itself - which is why it will persist through the recalculation. For "basic" attributes it's possible to use setav as it is and it will persist just fine.
Now, to your issue - I think you're approaching it from the wrong end. Instead of trying to crank the damage up to 11, the solution is to make it so that there's no bullet sponge (if that's why you're looking at this issue). For that you can just make it so that health isn't affected by bonuses like endurance. I think GCM[www.nexusmods.com] can help with that. If GCM doesn't have it, you could try: